diff --git a/code/game/mecha/components/armor.dm b/code/game/mecha/components/armor.dm index 561bc555d1..06773cad76 100644 --- a/code/game/mecha/components/armor.dm +++ b/code/game/mecha/components/armor.dm @@ -33,8 +33,8 @@ "rad"= 1 ) - var/damage_minimum = 10 - var/minimum_penetration = 0 + //var/damage_minimum = 10 CHOMPremove, mecha nerfs + //var/minimum_penetration = 0 var/fail_penetration_value = 0.66 /obj/item/mecha_parts/component/armor/mining @@ -44,15 +44,15 @@ max_integrity = 80 damage_absorption = list( - "brute"=0.8, - "fire"=0.8, - "bullet"=1.2, - "laser"=1.2, - "energy"=1, - "bomb"=0.5, - "bio"=1, - "rad"=1 - ) + "brute"=0.8, + "fire"=0.8, + "bullet"=1.2, + "laser"=1.2, + "energy"=1, + "bomb"=0.5, + "bio"=1, + "rad"=1 + ) /obj/item/mecha_parts/component/armor/lightweight name = "lightweight mecha plating" @@ -61,15 +61,15 @@ step_delay = 0 damage_absorption = list( - "brute"=1, - "fire"=1.4, - "bullet"=1.1, - "laser"=1.2, - "energy"=1, - "bomb"=1, - "bio"=1, - "rad"=1 - ) + "brute"=1, + "fire"=1.4, + "bullet"=1.1, + "laser"=1.2, + "energy"=1, + "bomb"=1, + "bio"=1, + "rad"=1 + ) /obj/item/mecha_parts/component/armor/reinforced name = "reinforced mecha plating" @@ -78,7 +78,7 @@ max_integrity = 80 - minimum_penetration = 10 + //minimum_penetration = 10 //CHOMPremove damage_absorption = list( "brute"=0.7, @@ -92,7 +92,7 @@ /obj/item/mecha_parts/component/armor/military name = "military grade mecha plating" - step_delay = 4 + step_delay = 6 //CHOMPedit max_integrity = 100 @@ -100,8 +100,8 @@ required_type = list(/obj/mecha/combat) - damage_minimum = 15 - minimum_penetration = 20 //chompedit making this less OP, was 25, is now 20 + // damage_minimum = 15 //CHOMPremove + // minimum_penetration = 20 //chompedit making this less OP, was 25, is now 20 //Chompedit 2, were removing these damage_absorption = list( "brute"=0.5, @@ -136,7 +136,7 @@ deflect_chance = 15 - minimum_penetration = 10 + // minimum_penetration = 10 //CHOMPremove required_type = list(/obj/mecha/combat) @@ -188,8 +188,8 @@ required_type = list(/obj/mecha/combat/marauder) deflect_chance = 25 - damage_minimum = 30 - minimum_penetration = 25 + // damage_minimum = 30 //CHOMPremove, 30 damage? WTF??? + // minimum_penetration = 25 //CHOMPremove damage_absorption = list( "brute"=0.5, @@ -216,11 +216,11 @@ /obj/item/mecha_parts/component/armor/alien name = "strange mecha plating" step_delay = 2 - //Chompedit start Trying to make this armor decent, without making it OP. - damage_minimum = 12 - minimum_penetration = 10 + //Chompedit start Trying to make this armor decent, without making it OP. Chompedit 2, nerfing damage absorption 2024/8/12 + //damage_minimum = 12 + //minimum_penetration = 10 //Chompedit end - + damage_absorption = list( "brute"=0.7, "fire"=0.7, diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm index d689d58914..b8a6f018f4 100644 --- a/code/game/mecha/mecha.dm +++ b/code/game/mecha/mecha.dm @@ -1101,20 +1101,20 @@ var/obj/item/mecha_parts/component/armor/ArmC = internal_components[MECH_ARMOR] var/temp_deflect_chance = deflect_chance - var/temp_damage_minimum = damage_minimum - var/temp_minimum_penetration = minimum_penetration + //var/temp_damage_minimum = damage_minimum //CHOMPremove + //var/temp_minimum_penetration = minimum_penetration //CHOMPremove var/temp_fail_penetration_value = fail_penetration_value if(!ArmC) temp_deflect_chance = 0 - temp_damage_minimum = 0 - temp_minimum_penetration = 0 + //temp_damage_minimum = 0 //CHOMPremove + //temp_minimum_penetration = 0 temp_fail_penetration_value = 1 else temp_deflect_chance = round(ArmC.get_efficiency() * ArmC.deflect_chance + (defence_mode ? 25 : 0)) - temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) - temp_minimum_penetration = round(ArmC.get_efficiency() * ArmC.minimum_penetration) + //temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) //CHOMPremove + //temp_minimum_penetration = round(ArmC.get_efficiency() * ArmC.minimum_penetration) //CHOMPremove temp_fail_penetration_value = round(ArmC.get_efficiency() * ArmC.fail_penetration_value) if(istype(A, /obj/item/mecha_parts/mecha_tracking)) @@ -1134,12 +1134,12 @@ var/pass_damage = O.throwforce var/pass_damage_reduc_mod - if(pass_damage <= temp_damage_minimum)//Too little to go through. + if(pass_damage <= damage_minimum)//Too little to go through. //CHOMPedit temp_damage_mininum -> damage_minimum src.occupant_message("\The [A] bounces off the armor.") src.visible_message("\The [A] bounces off \the [src] armor") return - else if(O.armor_penetration < temp_minimum_penetration) //If you don't have enough pen, you won't do full damage + else if(O.armor_penetration < minimum_penetration) //If you don't have enough pen, you won't do full damage //CHOMPedit, temp_minimum_penetration -> minimum_penetration src.occupant_message("\The [A] struggles to bypass \the [src] armor.") src.visible_message("\The [A] struggles to bypass \the [src] armor") pass_damage_reduc_mod = temp_fail_penetration_value //This will apply to reduce damage to 2/3 or 66% by default @@ -1175,20 +1175,20 @@ var/obj/item/mecha_parts/component/armor/ArmC = internal_components[MECH_ARMOR] var/temp_deflect_chance = deflect_chance - var/temp_damage_minimum = damage_minimum - var/temp_minimum_penetration = minimum_penetration + //var/temp_damage_minimum = damage_minimum //CHOMPremove + //var/temp_minimum_penetration = minimum_penetration //CHOMPremove var/temp_fail_penetration_value = fail_penetration_value if(!ArmC) temp_deflect_chance = 0 - temp_damage_minimum = 0 - temp_minimum_penetration = 0 + //temp_damage_minimum = 0 //CHOMPremove + //temp_minimum_penetration = 0 //CHOMPremove temp_fail_penetration_value = 1 else temp_deflect_chance = round(ArmC.get_efficiency() * ArmC.deflect_chance + (defence_mode ? 25 : 0)) - temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) - temp_minimum_penetration = round(ArmC.get_efficiency() * ArmC.minimum_penetration) + //temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) //CHOMPremove + //temp_minimum_penetration = round(ArmC.get_efficiency() * ArmC.minimum_penetration) //CHOMPremove temp_fail_penetration_value = round(ArmC.get_efficiency() * ArmC.fail_penetration_value) if(prob(temp_deflect_chance)) @@ -1210,12 +1210,12 @@ for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment) pass_damage = ME.handle_projectile_contact(Proj, pass_damage) - if(pass_damage < temp_damage_minimum)//too pathetic to really damage you. + if(pass_damage < damage_minimum)//too pathetic to really damage you. //CHOMPedit temp_damage_minimum -> damage_minimum src.occupant_message("The armor deflects incoming projectile.") src.visible_message("The [src.name] armor deflects\the [Proj]") return - else if(Proj.armor_penetration < temp_minimum_penetration) //If you don't have enough pen, you won't do full damage + else if(Proj.armor_penetration < minimum_penetration) //If you don't have enough pen, you won't do full damage //CHOMPedit temp_minimum_penetration -> damage_minimum src.occupant_message("\The [Proj] struggles to pierce \the [src] armor.") src.visible_message("\The [Proj] struggles to pierce \the [src] armor") pass_damage_reduc_mod = temp_fail_penetration_value //This will apply to reduce damage to 2/3 or 66% by default @@ -1333,20 +1333,20 @@ var/obj/item/mecha_parts/component/armor/ArmC = internal_components[MECH_ARMOR] var/temp_deflect_chance = deflect_chance - var/temp_damage_minimum = damage_minimum - var/temp_minimum_penetration = minimum_penetration + //var/temp_damage_minimum = damage_minimum //CHOMPremove + //var/temp_minimum_penetration = minimum_penetration //CHOMPremove var/temp_fail_penetration_value = fail_penetration_value if(!ArmC) temp_deflect_chance = 0 - temp_damage_minimum = 0 - temp_minimum_penetration = 0 + //temp_damage_minimum = 0 //CHOMPremove + //temp_minimum_penetration = 0 //CHOMPremove temp_fail_penetration_value = 1 else temp_deflect_chance = round(ArmC.get_efficiency() * ArmC.deflect_chance + (defence_mode ? 25 : 0)) - temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) - temp_minimum_penetration = round(ArmC.get_efficiency() * ArmC.minimum_penetration) + //temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) //CHOMPremove + //temp_minimum_penetration = round(ArmC.get_efficiency() * ArmC.minimum_penetration) //CHOMPremove temp_fail_penetration_value = round(ArmC.get_efficiency() * ArmC.fail_penetration_value) if(prob(temp_deflect_chance)) //Does your attack get deflected outright. @@ -1354,12 +1354,12 @@ to_chat(user, "\The [W] bounces off [src.name].") src.log_append_to_last("Armor saved.") - else if(W.force < temp_damage_minimum) //Is your attack too PATHETIC to do anything. 3 damage to a person shouldn't do anything to a mech. + else if(W.force < damage_minimum) //Is your attack too PATHETIC to do anything. 3 damage to a person shouldn't do anything to a mech. //CHOMPedit temp_damage_minimum -> damage_minumum src.occupant_message("\The [W] bounces off the armor.") src.visible_message("\The [W] bounces off \the [src] armor") return - else if(W.armor_penetration < temp_minimum_penetration) //If you don't have enough pen, you won't do full damage + else if(W.armor_penetration < minimum_penetration) //If you don't have enough pen, you won't do full damage ////CHOMPedit temp_minimum_penetration -> minimum_penetration src.occupant_message("\The [W] struggles to bypass \the [src] armor.") src.visible_message("\The [W] struggles to bypass \the [src] armor") pass_damage_reduc_mod = temp_fail_penetration_value //This will apply to reduce damage to 2/3 or 66% by default @@ -2763,15 +2763,15 @@ var/obj/item/mecha_parts/component/armor/ArmC = internal_components[MECH_ARMOR] var/temp_deflect_chance = deflect_chance - var/temp_damage_minimum = damage_minimum + //var/temp_damage_minimum = damage_minimum //CHOMPremove if(!ArmC) temp_deflect_chance = 1 - temp_damage_minimum = 0 + //temp_damage_minimum = 0 //CHOMPremove else temp_deflect_chance = round(ArmC.get_efficiency() * ArmC.deflect_chance + (defence_mode ? 25 : 0)) - temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) + //temp_damage_minimum = round(ArmC.get_efficiency() * ArmC.damage_minimum) CHOMPremove user.setClickCooldown(user.get_attack_speed()) if(!damage) @@ -2787,7 +2787,7 @@ user.attack_log += text("\[[time_stamp()]\] [span_red("attacked [src.name]")]") playsound(src, 'sound/weapons/slash.ogg', 50, 1, -1) - else if(damage < temp_damage_minimum)//Pathetic damage levels just don't harm MECH. + else if(damage < damage_minimum)//Pathetic damage levels just don't harm MECH. //CHOMPedit temp_damage_minimum -> damage_minimum src.occupant_message("\The [user]'s doesn't dent \the [src] paint.") src.visible_message("\The [user]'s attack doesn't dent \the [src] armor") src.log_append_to_last("Armor saved.")