[READY] Walks back combat refactor, plus ammo balance changes (#8728)

This commit is contained in:
tacoguy7765093
2024-08-13 17:11:04 -05:00
committed by GitHub
parent 48ecf49f55
commit 99830636d9
53 changed files with 311 additions and 252 deletions

View File

@@ -1,3 +1,5 @@
//File unticked for combat refactor walkback
/mob/living/simple_mob/animal/space/goose
maxHealth = 15
health = 15
@@ -12,4 +14,4 @@
/mob/living/simple_mob/animal/space/bear
maxHealth = 62
health = 62
health = 62

View File

@@ -1,3 +1,5 @@
//File unticked for combat refactor walkback
/mob/living/simple_mob/animal/sif/shantak
maxHealth = 37
armor_soak = list(
@@ -49,4 +51,4 @@
/mob/living/simple_mob/vore/aggressive/corrupthound
maxHealth = 100
health = 100
health = 100

View File

@@ -1,3 +1,5 @@
//Combat refactor changes commented out
/*
/mob/living/simple_mob/animal/space/alien
maxHealth = 100
health = 100
@@ -35,13 +37,13 @@
health = 300
melee_damage_lower = 7
melee_damage_upper = 12
*/
//what are this things?
/mob/living/simple_mob/animal/space/alien/sentinel/praetorian/echo
name = "alien Echopraetorian"
color = "#424242"
health = 150
maxHealth = 150
health = 300
maxHealth = 300
needs_reload = 1
projectiletype = /obj/item/projectile/sonic/strong
reload_time = 150 SECONDS
@@ -51,8 +53,8 @@
name = "alien Ionic praetorian"
color = "#004cff"
armor = list(melee = 0,bullet = 25,laser = 0,energy = 0,bomb = 0,bio = 100,rad = 100)
health = 175
maxHealth = 175
health = 350
maxHealth = 350
needs_reload = 1
projectiletype = /obj/item/projectile/arc/emp_blast
reload_time = 150 SECONDS
@@ -64,8 +66,8 @@
name = "alien blazing praetorian"
color = "Red"
armor = list(melee = 0, bullet = 0, laser = 25, energy = 0, bomb = 0, bio = 100, rad = 100)
health = 225
maxHealth = 225
health = 450
maxHealth = 450
needs_reload = 1
projectiletype = /obj/item/projectile/energy/fireball
reload_max = 3
@@ -86,10 +88,10 @@
armor_soak = list(melee = -15, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
base_attack_cooldown = 25
color = "#ff8214"
health = 350
maxHealth = 350
melee_damage_lower = 12
melee_damage_upper = 17
health = 700
maxHealth = 700
melee_damage_lower = 25
melee_damage_upper = 35
movement_cooldown = 10
movement_shake_radius = 7
movement_sound = 'sound/weapons/heavysmash.ogg'
@@ -105,10 +107,10 @@
armor_soak = list(melee = -10, bullet = 10, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
base_attack_cooldown = 15
color = "#38b9ff"
health = 250
maxHealth = 250
melee_damage_lower = 12
melee_damage_upper = 25
health = 500
maxHealth = 500
melee_damage_lower = 25
melee_damage_upper = 30
movement_cooldown = 12
movement_shake_radius = 7
needs_reload = 1
@@ -123,10 +125,10 @@
armor_soak = list(melee = -10, bullet = 10, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
base_attack_cooldown = 25
color = "#4a4a4a"
health = 625
maxHealth = 625
melee_damage_lower = 12
melee_damage_upper = 25
health = 1250
maxHealth = 1250
melee_damage_lower = 25
melee_damage_upper = 30
movement_cooldown = 12
movement_shake_radius = 7
needs_reload = 1
@@ -139,8 +141,8 @@
ai_holder_type = /datum/ai_holder/simple_mob/ranged/careful
armor_soak = list(melee = 0, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
color = "#ccff4a"
health = 100
maxHealth = 100
health = 200
maxHealth = 200
needs_reload = 1
projectiletype = /obj/item/projectile/beam/stun/electric_spider
reload_max = 5
@@ -152,8 +154,8 @@
armor = list (melee = 0, bullet = 0, laser = 15, energy = 0, bomb = 0, bio = 100, rad = 100)
base_attack_cooldown = 15
color = "#ff7373"
health = 125
maxHealth = 125
health = 250
maxHealth = 250
needs_reload = 1
projectiletype = /obj/item/projectile/bullet/incendiary/dragonflame
reload_max = 2
@@ -164,8 +166,8 @@
ai_holder_type = /datum/ai_holder/simple_mob/ranged/careful
armor = list(melee = 0, bullet = 15, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100)
color = "#4f83ff"
health = 100
maxHealth = 100
health = 200
maxHealth = 200
needs_reload = 1
projectiletype = /obj/item/projectile/energy/blob/freezing/splattering
reload_max = 3
@@ -176,8 +178,8 @@
projectiletype = /obj/item/projectile/energy/acid
/mob/living/simple_mob/animal/space/alien/tanky
health = 100
maxHealth = 100
health = 200
maxHealth = 200
/mob/living/simple_mob/animal/space/alien/hunterling
name = "alien hunterling"
@@ -195,9 +197,9 @@
name = "alien hunterlisk"
base_attack_cooldown = 15
color = "#575757"
health = 75
maxHealth = 75
melee_damage_upper = 17
health = 150
maxHealth = 150
melee_damage_upper = 35
movement_cooldown = 3
size_multiplier = 1.25
@@ -207,4 +209,4 @@
projectiletype = /obj/item/projectile/energy/blob/toxic/splattering
reload_max = 5
reload_time = 150
size_multiplier = 2
size_multiplier = 2

View File

@@ -1,7 +1,8 @@
/* Combat refactor changes commented out
/mob/living/simple_mob/animal/space/mouse_army
maxHealth = 25
health = 25
*/
//Honestly with pretty low damage I am not touching it.
/mob/living/simple_mob/animal/space/mouse_army/operative
icon_state = "mouse_operative"
@@ -33,7 +34,7 @@
icon_dead = "mouse_stealth_dead"
icon_rest = "mouse_stealth_sleep"
/* Combat refactor changes commented out
/mob/living/simple_mob/mechanical/mecha/mouse_tank
maxHealth = 75
@@ -42,4 +43,5 @@
maxHealth = 100
/mob/living/simple_mob/mechanical/mecha/mouse_tank/eraticator
maxHealth = 150
maxHealth = 150
*/

View File

@@ -1,3 +1,5 @@
//File unticked for combat refactor walkback
/mob/living/simple_mob/animal/space/carp/large/huge
maxHealth = 115
health = 115
@@ -8,4 +10,4 @@
/mob/living/simple_mob/animal/space/shark
maxHealth = 62
health = 62
health = 62

View File

@@ -1,17 +1,17 @@
//Unfiying spider health, into two catagories. Disrupters and tanks.
/mob/living/simple_mob/animal/giant_spider/carrier //Disrupter, old 100
maxHealth = 30
health = 30
melee_damage_lower = 4
melee_damage_upper = 12
maxHealth = 60
health = 60
//melee_damage_lower = 4
//melee_damage_upper = 12
/mob/living/simple_mob/animal/giant_spider/electric //disrupter, old 210
maxHealth = 30
health = 30
maxHealth = 60
health = 60
projectiletype = /obj/item/projectile/energy/mob/electric_spider
melee_damage_lower = 5
melee_damage_upper = 12
//melee_damage_lower = 5
//melee_damage_upper = 12
/*
/mob/living/simple_mob/animal/giant_spider/frost //tank, old 175
maxHealth = 60
health = 60
@@ -115,6 +115,7 @@
melee_damage_lower = 5
melee_damage_upper = 10
*/
//Hijacking this file to make new event spiders
@@ -124,9 +125,10 @@
max_tox = 0
max_co2 = 0
/* Use the parent
maxHealth = 20
health = 20
*/
melee_damage_lower = 5
melee_damage_upper = 7
@@ -136,17 +138,20 @@
max_tox = 0
max_co2 = 0
/* Use the parent
maxHealth = 15
health = 15
*/
/mob/living/simple_mob/animal/giant_spider/hunter/space
name = "giant space spider"
min_oxy = 0
max_tox = 0
max_co2 = 0
/*Use the parent
maxHealth = 20
health = 20
*/
/mob/living/simple_mob/animal/giant_spider/lurker/space
maxHealth = 20
@@ -159,9 +164,10 @@
max_co2 = 0
egg_type = /obj/effect/spider/eggcluster/royal/space
/* Use the parent
maxHealth = 30
health = 30
*/
/mob/living/simple_mob/animal/giant_spider/pepper/space
name = "giant space spider"
@@ -204,8 +210,11 @@
min_oxy = 0
max_tox = 0
max_co2 = 0
/* Use the parent
maxHealth = 30
health = 30
melee_damage_lower = 5
melee_damage_upper = 10
melee_damage_upper = 10
*/

View File

@@ -11,8 +11,8 @@
icon_state = "imperion"
icon_living = "imperion"
desc = "A strange precursor mecha"
maxHealth = 300
health = 300
maxHealth = 400
health = 400
movement_cooldown = -1
unsuitable_atoms_damage = 0
projectiletype = /obj/item/projectile/energy/gaussrifle
@@ -490,7 +490,7 @@
/obj/item/projectile/energy/imperionspear
name = "energy spear"
icon_state = "arcane_barrage"
damage = 16
damage = 35
armor_penetration = 35
damage_type = BURN
check_armour = "laser"
@@ -536,7 +536,7 @@
/obj/item/projectile/energy/imperiontesla
name = "energy sphere"
icon_state = "tesla_projectile"
damage = 25
damage = 50
armor_penetration = 50
damage_type = BURN
check_armour = "energy"
@@ -548,7 +548,7 @@
/obj/item/projectile/energy/homing_bolt/missile
name = "homing rocket"
icon_state = "atrocket"
damage = 20
damage = 40
damage_type = BURN
check_armour = "bullet"

View File

@@ -3,15 +3,15 @@
icon = 'icons/mob/animal_vg.dmi'
icon_state = "drone3"
icon_living = "drone3"
maxHealth = 25
health = 25
maxHealth = 50 //Old 25
health = 50
movement_cooldown = 0
unsuitable_atoms_damage = 0
projectiletype = /obj/item/projectile/energy/homing_bolt
melee_attack_delay = 4 SECOND
melee_damage_lower = 12
melee_damage_upper = 12
melee_damage_lower = 25
melee_damage_upper = 25
ai_holder_type = /datum/ai_holder/simple_mob/ranged/kiting
wreckage = null
@@ -68,15 +68,15 @@
faction = "vistor"
maxHealth = 75
health = 75
maxHealth = 150 //Old 75
health = 150
movement_cooldown = 0
unsuitable_atoms_damage = 0
projectiletype = /obj/item/projectile/energy/homing_bolt
melee_attack_delay = 4 SECOND
melee_damage_lower = 12
melee_damage_upper = 12
melee_damage_lower = 25 //Old 12
melee_damage_upper = 25
ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
armor = list(
@@ -139,8 +139,8 @@
icon = 'icons/mob/animal_vg.dmi'
icon_state = "mushroom"
icon_living = "mushroom"
maxHealth = 100
health = 100
maxHealth = 200 //Old 100
health = 200
movement_cooldown = 0
unsuitable_atoms_damage = 0
projectiletype = /obj/item/projectile/arc/spore
@@ -149,8 +149,8 @@
wreckage = null
pilot_type = null
melee_damage_lower = 12
melee_damage_upper = 12
melee_damage_lower = 25
melee_damage_upper = 25
ai_holder_type = /datum/ai_holder/hostile/ranged/robust
special_attack_cooldown = 2 SECONDS
@@ -170,8 +170,8 @@
icon = 'icons/mob/animal_vg.dmi'
icon_state = "scarybat"
icon_living = "scarybat"
maxHealth = 100
health = 100
maxHealth = 200 //Old 100
health = 200
movement_cooldown = 0
unsuitable_atoms_damage = 0
projectiletype = null
@@ -180,14 +180,14 @@
wreckage = null
pilot_type = null
melee_damage_lower = 12
melee_damage_upper = 12
melee_damage_lower = 25
melee_damage_upper = 25
alpha = 15
loot_list = list(/obj/item/clothing/suit/armor/tesla/vistor = 100
)
/mob/living/simple_mob/mechanical/mecha/vistor/vistoryellow
/mob/living/simple_mob/mechanical/mecha/vistor/vistoryellow //Combat refactor walkback: This one seems fine
name = "vistor yellow"
icon = 'icons/mob/animal.dmi'
icon_state = "chick"
@@ -214,8 +214,8 @@
icon = 'icons/mecha/mecha.dmi'
icon_state = "honker"
icon_living = "honker"
maxHealth = 150
health = 150
maxHealth = 300 //Old 150
health = 300
movement_cooldown = 0
unsuitable_atoms_damage = 0
projectiletype = /obj/item/projectile/energy/gaussrifle
@@ -269,8 +269,8 @@
icon = 'icons/mecha/mecha.dmi'
icon_state = "mime"
icon_living = "mime"
maxHealth = 150
health = 150
maxHealth = 300 //Old 150
health = 300
movement_cooldown = 0
damage_fatigue_mult = 0
alpha = 175
@@ -323,4 +323,4 @@
run_if_this_close = 2
min_distance_to_destination = 3
can_flee = TRUE
base_wander_delay = 4
base_wander_delay = 4

View File

@@ -18,16 +18,16 @@
faction = "vr"
maxHealth = 40
health = 40
maxHealth = 100 //Old 50
health = 100
movement_cooldown = 1
unsuitable_atoms_damage = 0
projectiletype = /obj/item/projectile/energy/homing_bolt/wizard
melee_attack_delay = 4 SECOND
ai_holder_type = /datum/ai_holder/simple_mob/ranged/kiting
melee_damage_lower = 8
melee_damage_upper = 15
melee_damage_lower = 15
melee_damage_upper = 25
size_multiplier = 1.50
loot_list = list(/obj/item/clothing/head/vrwizard = 10,
@@ -211,4 +211,4 @@
incoming_healing_percent = 0.8
/datum/modifier/aura/crumbling/superboss
aura_max_distance = 16
aura_max_distance = 16

View File

@@ -1,10 +1,10 @@
/mob/living/simple_mob/humanoid/cultist/magus/rift
name = "Rift Magus"
maxHealth = 225 //Boss Mobs should be tanky.
health = 225
maxHealth = 450 //Boss Mobs should be tanky. //Old 225
health = 450
melee_damage_lower = 15
melee_damage_upper = 22
melee_damage_lower = 30 //Old 15
melee_damage_upper = 45 //Old 22
attack_armor_pen = 50
heat_resist = 1
cold_resist = 1
@@ -26,11 +26,11 @@
damage_fatigue_mult = 0.5 // We don't want to give them a flat, huge boost to attack speed, but at the same time, make them fight harder the closer they are to dying.
injury_enrages = TRUE
armor_soak = list(
"melee" = 2,
"bullet" = 2,
"laser" = 2,
"energy" = 2,
armor_soak = list( //Combat refactor walk back. old 2 armor_soak
"melee" = 5,
"bullet" = 5,
"laser" = 5,
"energy" = 5,
"bomb" = 0,
"bio" = 0,
"rad" = 0

View File

@@ -1,7 +1,9 @@
/*
/mob/living/simple_mob/humanoid/cultist
maxHealth = 75
health = 75
*/
/mob/living/simple_mob/humanoid/cultist/human
movement_cooldown = 1
melee_damage_lower = 15
@@ -10,40 +12,40 @@
/mob/living/simple_mob/humanoid/cultist/caster
movement_cooldown = 1
projectiletype = /obj/item/projectile/energy/inversion
melee_damage_lower = 7
melee_damage_upper = 7
melee_damage_lower = 15 //Old 7
melee_damage_upper = 15
/mob/living/simple_mob/humanoid/cultist/tesh
movement_cooldown = -1
melee_damage_lower = 7
melee_damage_upper = 7
melee_damage_lower = 15 //Old 7
melee_damage_upper = 15
maxHealth = 37
health = 37
/mob/living/simple_mob/humanoid/cultist/castertesh
movement_cooldown = -1
projectiletype = /obj/item/projectile/energy/inversion
melee_damage_lower = 7
melee_damage_upper = 7
maxHealth = 37
health = 37
melee_damage_lower = 15
melee_damage_upper = 15
maxHealth = 50
health = 50
/mob/living/simple_mob/humanoid/cultist/elite
movement_cooldown = 1
melee_damage_lower = 15
melee_damage_upper = 15
melee_damage_lower = 20
melee_damage_upper = 20
/mob/living/simple_mob/humanoid/cultist/magus
movement_cooldown = 1
projectiletype = /obj/item/projectile/energy/inversion
maxHealth = 100
health = 100
maxHealth = 150 //Old 100
health = 150
melee_damage_lower = 15
melee_damage_upper = 15
/mob/living/simple_mob/humanoid/cultist/hunter
maxHealth = 87 //Ehhh, this AI is like mini-boss at best
health = 87
maxHealth = 175 //Ehhh, this AI is like mini-boss at best //Old 87
health = 175
movement_cooldown = 0
melee_damage_lower = 21 //Saw Cleaver Brutality
melee_damage_upper = 21
@@ -69,8 +71,8 @@
desc = "An indiuval wrapped up in a makeshift rig, made from fallen cultist."
icon_state = "cobra-cultist"
icon_living = "cobra-cultist"
maxHealth = 75
health = 75
maxHealth = 150 //Old 75
health = 150
faction = "cult"
@@ -81,8 +83,8 @@
response_harm = "hits"
harm_intent_damage = 5
melee_damage_lower = 7
melee_damage_upper = 7
melee_damage_lower = 15 //old 7
melee_damage_upper = 25 //old 15
attack_sharp = 1
attack_edge = 1
attacktext = list("slashed", "stabbed")

View File

@@ -23,8 +23,8 @@
response_disarm = "shoves"
response_harm = "hits"
health = 40
maxHealth = 40
health = 100 //old 40
maxHealth = 100
harm_intent_damage = 5
melee_damage_lower = 15 //Tac Knife damage
melee_damage_upper = 15
@@ -167,8 +167,8 @@
/mob/living/simple_mob/humanoid/eclipse/solar/firemoff
name = "Solar Eclipse Inferno Moth"
desc = "A moth like creature cladded in armor, wisps of flames swirling around it. Protected from lasers and energy."
health = 40
maxHealth = 40
health = 75 //old 40
maxHealth = 75
icon_state = "eclipse_moth"
icon_living = "eclipse_moth"
reload_max = 10
@@ -187,8 +187,8 @@
/mob/living/simple_mob/humanoid/eclipse/solar/snipertesh
name = "Solar Eclipse Sniper"
desc = "An armored teshari with a sniper, protected from laser and energy based attacks"
health = 20
maxHealth = 20
health = 50 //old 20
maxHealth = 50
movement_cooldown = -1
icon_state = "eclipse_snipertesh"
@@ -245,8 +245,8 @@
/mob/living/simple_mob/humanoid/eclipse/solar/radiation
name = "Solar Eclipse Irradiator"
desc = "A lizard emitting radiation, whilst protected from it, alongside energy and laser based weapons"
health = 40
maxHealth = 40
health = 150 //old 75
maxHealth = 150
glow_toggle = TRUE
reload_max = 3
@@ -296,8 +296,8 @@
/mob/living/simple_mob/humanoid/eclipse/lunar/silvernoodle //Bouncing bullet extreme
name = "Lunar Eclipse Silver Serpent"
desc = "A hungry looking naga, their strange armor protecting them from ballistics and physical weaponry."
health = 40
maxHealth = 40
health = 100 //Old 40
maxHealth = 100
reload_max = 6
movement_cooldown = 1
@@ -340,8 +340,8 @@
/mob/living/simple_mob/humanoid/eclipse/lunar/shotgunner //wuff with shotgun
name = "Lunar Eclipse Shotgunner"
desc = "A Vulpkanin or the like in a red-purple flashing rigsuit, it defending them from physical damage of close and long ranges."
health = 40
maxHealth = 40
health = 75 //old 40
maxHealth = 75
reload_max = 1
icon_state = "eclipse_shotwuff"
@@ -390,8 +390,8 @@
/mob/living/simple_mob/humanoid/eclipse/lunar/bulletstorm //tesh got a gun
name = "Lunar Eclipse Judge"
desc = "A teshari wildly wielding a pistol, wearing bullet and sword protective gear."
health = 20
maxHealth = 20
health = 50 //old 20
maxHealth = 50
icon_state = "eclipse_shottesh"
icon_living = "eclipse_shottesh"
movement_cooldown = -1
@@ -407,8 +407,8 @@
/mob/living/simple_mob/humanoid/eclipse/lunar/ravanger //Tanky boi. Very deadly melee
name = "Lunar Eclipse Ravanger"
desc = "An individual wearing strange armor that seems to be living, and breathing while providing protection from bullets and swords."
health = 40
maxHealth = 40
health = 125 //Old 40
maxHealth = 125
icon_state = "eclipse_ravanger"
icon_living = "eclipse_ravanger"
@@ -434,8 +434,8 @@
/mob/living/simple_mob/humanoid/eclipse/solar/hellhound
name = "Solar Eclipse Hound"
desc = "A heavily armored creature, flames dancing around it's burn and energy proof armor."
health = 70
maxHealth = 70
health = 150 //Old 70
maxHealth = 150
ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
projectiletype = null //Flashing was to much for this mob.
movement_cooldown = -1
@@ -460,8 +460,8 @@
/mob/living/simple_mob/humanoid/eclipse/lunar/wheel
name = "Lunar Eclipse Armadillo"
desc = "A silver armadillo coiled up, and spinning at you, all bullets and close quarters attacks bouncing off."
health = 70
maxHealth = 70
health = 150 //old 70
maxHealth = 150
melee_damage_lower = 10
melee_damage_upper = 10
attack_armor_pen = 50

View File

@@ -1,6 +1,7 @@
/mob/living/simple_mob/humanoid/merc/ranged/laser
projectiletype = /obj/item/projectile/energy/mob/midlaser
/* Combat refactor walkback, old 150
/mob/living/simple_mob/humanoid/merc
health = 75 // improper cloning
maxHealth = 75
maxHealth = 75
*/

View File

@@ -3,7 +3,7 @@
/mob/living/simple_mob/humanoid/pirate/captain
projectiletype = /obj/item/projectile/energy/mob/heavylaser
/* Combat refactor walkback
/mob/living/simple_mob/humanoid/pirate
maxHealth = 75
health = 75
@@ -12,4 +12,5 @@
maxHealth = 125
/mob/living/simple_mob/mechanical/mecha/ripley/pirate/last_stand_merc //Special version used as a quasi boss fight
maxHealth = 85
maxHealth = 85
*/

View File

@@ -1,7 +1,9 @@
//File unticked for combat refactor walkback
/mob/living/simple_mob/humanoid/possessed
health = 100
maxHealth = 100
/mob/living/simple_mob/humanoid/russian
health = 75
maxHealth = 75
maxHealth = 75

View File

@@ -1,6 +1,6 @@
/mob/living/simple_mob/mechanical/cyber_horror/corgi
projectiletype = /obj/item/projectile/energy/mob/drone
/* Combat refactor walkback
/mob/living/simple_mob/mechanical/cyber_horror
maxHealth = 87
health = 87
@@ -27,4 +27,5 @@
//Cats and mayhem
/mob/living/simple_mob/mechanical/cyber_horror/cat_cyber_horror
maxHealth = 20
health = 20
health = 20
*/

View File

@@ -24,7 +24,7 @@
/datum/ai_holder/simple_mob/ranged/kiting/threatening/drone_aerostat
threaten_delay = 10 SECOND
threaten_timeout = 30 SECONDS
/* Combat refactor walkback
/mob/living/simple_mob/mechanical/combat_drone
maxHealth = 25
health = 25
@@ -37,11 +37,11 @@
/mob/living/simple_mob/mechanical/viscerator
maxHealth = 7
health = 7
*/
/obj/item/shield_projector/rectangle/automatic/drone
shield_health = 75
max_shield_health = 75
shield_regen_delay = 10 SECONDS
shield_regen_amount = 10
size_x = 1
size_y = 1
size_y = 1

View File

@@ -7,8 +7,8 @@
maxHealth = 15 LASERS_TO_KILL
health = 15 LASERS_TO_KILL
projectiletype = /obj/item/projectile/arc/blue_energy/precusor
melee_damage_lower = 15
melee_damage_upper = 25
melee_damage_lower = 30 //old 15
melee_damage_upper = 50 //old 30
special_attack_min_range = 1
special_attack_max_range = 7
special_attack_cooldown = 5 SECONDS
@@ -130,4 +130,4 @@
/obj/item/weapon/grenade/spawnboss/hivebot
spawner_type = /mob/living/simple_mob/mechanical/hivebot/swarm
deliveryamt = 3
deliveryamt = 3

View File

@@ -45,12 +45,12 @@
color = "#A020F0"
/obj/item/shield_projector/rectangle/automatic/hivebot_drone
shield_health = 50
max_shield_health = 50
shield_health = 100 //Old 50
max_shield_health = 100 //Old 50
shield_regen_delay = 5 SECONDS
shield_regen_amount = 20
size_x = 3
size_y = 3
color = "#A020F0"
high_color = "#A020F0"
low_color = "#A020F0"
low_color = "#A020F0"

View File

@@ -6,7 +6,7 @@
/mob/living/simple_mob/mechanical/mecha/hoverpod
projectiletype = /obj/item/projectile/energy/mob/smalllaser
/* Combat refactor walkback
/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced
maxHealth = 225
@@ -43,4 +43,5 @@
// Immune to heat damage, resistant to lasers, and somewhat beefier. Still tries to melee you.
/mob/living/simple_mob/mechanical/mecha/ripley/firefighter
maxHealth = 125
maxHealth = 125
*/

View File

@@ -8,8 +8,8 @@
wreckage = /obj/structure/loot_pile/mecha/phazon
color = "#ffffff"
health = 250
maxHealth = 250
health = 500 //Old 250
maxHealth = 500
evasion = 10
special_attack_min_range = 1

View File

@@ -1,3 +1,5 @@
//File unticked due to combat refactor walkback
/mob/living/simple_mob/metroid/jellybrig
maxHealth = 200
health = 200
@@ -34,4 +36,4 @@
/mob/living/simple_mob/metroid/juvenile/queen
health = 500
maxHealth = 500
maxHealth = 500

View File

@@ -1,6 +1,6 @@
/mob/living/simple_mob/construct/artificer/caster
projectiletype = /obj/item/projectile/energy/inversion
/* Combat refactor walkback
/mob/living/simple_mob/construct/artificer
maxHealth = 50
health = 50
@@ -23,4 +23,5 @@
maxHealth = 50
health = 50
melee_damage_lower = 20
melee_damage_upper = 25
melee_damage_upper = 25
*/

View File

@@ -1,3 +1,4 @@
/* Combat refactor walkback
/mob/living/simple_mob/construct/juggernaut
maxHealth = 100
health = 100
@@ -7,13 +8,13 @@
/mob/living/simple_mob/construct/juggernaut/behemoth
maxHealth = 300
health = 300
*/
/mob/living/simple_mob/construct/juggernaut/behemoth/unstoppable
name = "Behemoth"
real_name = "Behemoth"
desc = "The pinnacle of occult technology, Behemoths are nothing shy of both an Immovable Object, and Unstoppable Force."
melee_damage_lower = 22
melee_damage_upper = 33
melee_damage_lower = 45
melee_damage_upper = 65
ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
projectiletype = /obj/item/projectile/energy/inversion
movement_cooldown = 1
@@ -48,4 +49,4 @@
damage = 15
damage_type = BURN
check_armour = "laser"
armor_penetration = 60
armor_penetration = 60

View File

@@ -1,3 +1,5 @@
//File has been unticked for combat refactor walkback
/mob/living/simple_mob/creature
maxHealth = 40
health = 40
@@ -32,4 +34,4 @@
maxHealth = 50
health = 50
melee_damage_lower = 6
melee_damage_upper = 14
melee_damage_upper = 14

View File

@@ -1,6 +1,6 @@
/mob/living/simple_mob/slime/feral
cores = 3 // Xenobio will love getting their hands on these.
maxHealth = 75
maxHealth = 150 //Old 75
movement_cooldown = 0
melee_damage_lower = 15
melee_damage_upper = 15

View File

@@ -64,7 +64,9 @@
build_icons()
//Most intresting set of OG melee damages
/* Combat refactor walkback
/mob/living/simple_mob/vore/bigdragon
melee_damage_lower = 12
melee_damage_upper = 17
maxHealth = 400
*/

View File

@@ -1,6 +1,7 @@
//File has been unticked due to combat refactor walkback
/mob/living/simple_mob/vore/demonAI
maxHealth = 100
health = 100
melee_damage_lower = 5
melee_damage_upper = 10
melee_damage_upper = 10

View File

@@ -1,3 +1,4 @@
//File has been unticked for combat refactor walkback
/mob/living/simple_mob/vore/aggressive/rat
maxHealth = 75
@@ -9,4 +10,4 @@
/mob/living/simple_mob/vore/aggressive/rat/event
maxHealth = 25
health = 25
health = 25

View File

@@ -8,7 +8,7 @@
but their presence bolstering others of their kind."
value = CATALOGUER_REWARD_MEDIUM
//Someone remind me to get someone to make actual sprites for this things.
//Someone remind me to get someone to make actual sprites for this things. //Combat refactor walkback wont touch these, idk the balance and afaik theyre a swarm mob
/mob/living/simple_mob/vore/candy
name = "candy critter"
desc = "A creature made of candy"

View File

@@ -1,7 +1,8 @@
/mob/living/simple_mob/vore/wolf/direwolf/Initialize()
. = ..()
add_verb(src,/mob/living/simple_mob/proc/pick_color) //CHOMPEdit TGPanel
/* Combat refactor walkback. 100 old
/mob/living/simple_mob/vore/wolf/direwolf
maxHealth = 50
health = 50
*/

View File

@@ -113,8 +113,8 @@ var/global/list/magazine_overrides = list(
/obj/item/ammo_magazine/ammo_box/b10mm = /obj/item/ammo_magazine/ammo_box/small,
/obj/item/ammo_magazine/ammo_box/b44 = /obj/item/ammo_magazine/ammo_box/small,
/obj/item/ammo_magazine/ammo_box/b45 = /obj/item/ammo_magazine/ammo_box/small,
/obj/item/ammo_magazine/ammo_box/b145 = /obj/item/ammo_magazine/ammo_box/large,
/obj/item/ammo_magazine/ammo_box/b145/highvel = /obj/item/ammo_magazine/ammo_box/large/ap,
///obj/item/ammo_magazine/ammo_box/b145 = /obj/item/ammo_magazine/ammo_box/large, Seperation of 14.5
///obj/item/ammo_magazine/ammo_box/b145/highvel = /obj/item/ammo_magazine/ammo_box/large/ap,
/obj/item/ammo_magazine/ammo_box/b762 = /obj/item/ammo_magazine/ammo_box/medium,
/obj/item/ammo_magazine/ammo_box/b545 = /obj/item/ammo_magazine/ammo_box/medium,
/obj/item/ammo_magazine/ammo_box/b545/large = /obj/item/ammo_magazine/ammo_box/medium/large,

View File

@@ -82,7 +82,7 @@
max_ammo = 30
mag_type = MAGAZINE
caliber = "small"
matter = list(DEFAULT_WALL_MATERIAL = 800)
matter = list(MAT_STEEL = 800)
multiple_sprites = 1
ammo_type = /obj/item/ammo_casing/simple/small
@@ -122,7 +122,7 @@
max_ammo = 50
mag_type = MAGAZINE
multiple_sprites = 1
matter = list(DEFAULT_WALL_MATERIAL = 1500)
matter = list(MAT_STEEL = 1500)
ammo_type = /obj/item/ammo_casing/simple/small
/obj/item/ammo_magazine/smg_drum/empty
@@ -156,7 +156,7 @@
max_ammo = 30
mag_type = MAGAZINE
caliber = "medium"
matter = list(DEFAULT_WALL_MATERIAL = 1400)
matter = list(MAT_STEEL = 1400)
multiple_sprites = 1
ammo_type = /obj/item/ammo_casing/simple/medium
@@ -192,7 +192,7 @@
max_ammo = 20
mag_type = MAGAZINE
multiple_sprites = 1
matter = list(DEFAULT_WALL_MATERIAL = 1800)
matter = list(MAT_STEEL = 1800)
ammo_type = /obj/item/ammo_casing/simple/medium
/obj/item/ammo_magazine/medium_small/empty
@@ -227,7 +227,7 @@
max_ammo = 50
mag_type = MAGAZINE
multiple_sprites = 1
matter = list(DEFAULT_WALL_MATERIAL = 2500)
matter = list(MAT_STEEL = 2500)
ammo_type = /obj/item/ammo_casing/simple/medium
/obj/item/ammo_magazine/medium_drum/empty
@@ -258,7 +258,7 @@
caliber = "medium"
mag_type = MAGAZINE | SPEEDLOADER //Act as both, because the garand will use you like a magazine bb
multiple_sprites = 1
matter = list(DEFAULT_WALL_MATERIAL = 400)
matter = list(MAT_STEEL = 400)
ammo_type = /obj/item/ammo_casing/simple/medium
/obj/item/ammo_magazine/clip/medium/empty
@@ -294,7 +294,7 @@
max_ammo = 100
mag_type = MAGAZINE
multiple_sprites = 1
matter = list(DEFAULT_WALL_MATERIAL = 8000)
matter = list(MAT_STEEL = 8000)
ammo_type = /obj/item/ammo_casing/simple/medium
/obj/item/ammo_magazine/medium_box/empty
@@ -326,7 +326,7 @@
max_ammo = 7
mag_type = MAGAZINE
multiple_sprites = 1
matter = list(DEFAULT_WALL_MATERIAL = 2400)
matter = list(MAT_STEEL = 2400)
ammo_type = /obj/item/ammo_casing/simple/large
/obj/item/ammo_magazine/large/empty
@@ -354,7 +354,7 @@
max_ammo = 100
mag_type = MAGAZINE
multiple_sprites = 1
matter = list(DEFAULT_WALL_MATERIAL = 20000)
matter = list(MAT_STEEL = 20000)
ammo_type = /obj/item/ammo_casing/simple/large
/obj/item/ammo_magazine/large_box/empty

View File

@@ -82,7 +82,7 @@ Leave this unticked by default. This was used to generate ammo_overrides.dm
var/list/small_calibers = list(".380", "7.62x25mm", "9x18mm", ".45 LC", "9mm", ".45", "10mm", ".357", ".38", ".44")
var/list/medium_calibers = list("5mm caseless", "7.62x54mmR", "7.92x33mm", "9.5x40mm", "7.62x39mm", "5.56x45mm", "7.62mm", "5.45mm", "9x39mm", "mauser", ".48")
var/list/large_calibers = list(".338", ".50 BMG", "12.7x108mm", "14.5mm")
var/list/large_calibers = list(".338", ".50 BMG", "12.7x108mm") //14.5 doesnt get overridden, its their own superheavy ammo
var/list/override_calibers = small_calibers + medium_calibers + large_calibers
var/output_small = ""
var/output_medium = ""

View File

@@ -24,7 +24,7 @@ Small Weapons
/obj/item/weapon/gun/projectile/revolver
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/lemat
caliber = "small"
@@ -34,7 +34,7 @@ Small Weapons
/obj/item/weapon/gun/projectile/revolver/stainless
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/detective
caliber = "small"
@@ -49,17 +49,17 @@ Small Weapons
/obj/item/weapon/gun/projectile/revolver/lombardi
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/lombardi/panther
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/lombardi/gold
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/cappeacekeeper
caliber = "small"
@@ -69,7 +69,7 @@ Small Weapons
/obj/item/weapon/gun/projectile/revolver/mateba
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/deckard
caliber = "small"
@@ -94,22 +94,22 @@ Small Weapons
/obj/item/weapon/gun/projectile/revolver/nova
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/cerberus
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/nagant
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/nagant/skinned
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/revolver/saa
caliber = "small"
@@ -261,12 +261,12 @@ Small Weapons
/obj/item/weapon/gun/projectile/contender
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/contender/tacticool
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/colt
caliber = "small"
@@ -325,7 +325,7 @@ Small Weapons
/obj/item/weapon/gun/projectile/derringer
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/a357
projectile_type = /obj/item/projectile/bullet/pistol/strong
/obj/item/weapon/gun/projectile/luger
caliber = "small"
@@ -804,9 +804,9 @@ Large Weapons
*/
/* These are superheavy weapons, and the overrides dont even work on them anyway, 14.5 ammo will be its own seperate 'superheavy' ammo
/obj/item/weapon/gun/projectile/heavysniper
caliber = "large"
caliber = "14.5"
ammo_type = /obj/item/ammo_casing/simple/large
projectile_type = /obj/item/projectile/bullet/rifle/a145
@@ -816,10 +816,10 @@ Large Weapons
projectile_type = /obj/item/projectile/bullet/rifle/a145
/obj/item/weapon/gun/projectile/revolver/slab
caliber = "large"
caliber = "14.5" ////Editing these back to 14.5 bullets, these are extremely damaging and shouldnt be as free as 'large bullets'
ammo_type = /obj/item/ammo_casing/simple/large
projectile_type = /obj/item/projectile/bullet/rifle/a145
*/
/obj/item/weapon/gun/projectile/automatic/serdy/awp
caliber = "large"
projectile_type = /obj/item/projectile/bullet/rifle/a338

View File

@@ -38,6 +38,7 @@
var/obj/item/projectile/P = new projectile_type_real(src.loc)
P.agony = round(P.damage * AMMO_RUBBER_AGONY_MULT) //In exchange for agony proportional to damage
P.damage = round(P.damage * AMMO_RUBBER_DAMAGE_MULT) //Severely reduced damage
P.sharp = FALSE //Rubber shot shouldnt bleed you
qdel(src)
return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)
if(ammo_flags & AMMO_FLAG_HUNTER)
@@ -76,7 +77,6 @@
desc = "A medium bullet casing, probably fit for a rifle"
caliber = "medium"
icon_state = "rifle-casing"
projectile_type = /obj/item/projectile/bullet/rifle/a545
matter = list(MAT_STEEL = 180)
ammo_flags = AMMO_FLAG_MEDIUM
@@ -84,7 +84,6 @@
desc = "A large bullet casing, probably fit for a sniper."
icon_state = "lcasing"
caliber = "large"
projectile_type = /obj/item/projectile/bullet/rifle/a338
matter = list(MAT_STEEL = 800)
ammo_flags = AMMO_FLAG_LARGE

View File

@@ -49,7 +49,7 @@
/obj/item/projectile/bullet/rifle/clockwork
fire_sound = 'modular_chomp/sound/weapons/clockwork/cwc_rifle_fire.ogg'
damage = 10
damage = 20 //Old 10
hud_state = "rifle_heavy"
/obj/item/projectile/beam/shock/clockwork
@@ -62,7 +62,7 @@
tracer_type = /obj/effect/projectile/tracer/voltbeam
impact_type = /obj/effect/projectile/impact/voltbeam
damage = 20
damage = 40 //Old 20
agony = 15
eyeblur = 2
hitsound = 'sound/effects/lightningshock.ogg'

View File

@@ -1,3 +1,4 @@
/* Combat refactor walkback
/obj/item/projectile/beam
damage = 20
@@ -43,27 +44,28 @@
/obj/item/projectile/beam/precursor
damage = 25
*/
//Damage values back to old values for combat refactor walkback, keeping simplemob bonus damage.
/obj/item/projectile/beam/phaser //The "medium" phaser beam.
damage = 10
//damage = 10
SA_bonus_damage = 10
/obj/item/projectile/beam/phaser/light
damage = 5
//damage = 5
SA_bonus_damage = 5
/obj/item/projectile/beam/phaser/heavy
damage = 12
//damage = 12
SA_bonus_damage = 12
/obj/item/projectile/beam/phaser/heavy/cannon
damage = 15
//damage = 15
SA_bonus_damage = 15
/obj/item/projectile/scatter/laser
damage = 20
damage = 40 //Old 20
submunition_spread_max = 40
submunition_spread_min = 10
@@ -75,7 +77,7 @@
/obj/item/projectile/beam/prismatic
name = "prismatic beam"
icon_state = "omnilaser"
damage = 5
damage = 10 //Old 5?
damage_type = BURN
check_armour = "laser"
light_color = "#00C6FF"
light_color = "#00C6FF"

View File

@@ -1,6 +1,6 @@
/obj/item/projectile/bullet
damage = 25 //seems many bullets use this vaule for some reason
/* Combat refactor walkback, default bullets do 60 damage I think so im keeping this, were not getting the CR20 incident again lol
/obj/item/projectile/bullet/pistol
damage = 10
@@ -126,4 +126,5 @@
muzzle_type = null
/obj/item/projectile/bullet/pellet/fragment/strong
damage = 7
damage = 7
*/

View File

@@ -1,18 +1,19 @@
//I think most of the energy weapons are security but I regonize a few of this from the aliens and drones.
//Combat refactor walkback, damage values will be reverted but bonuses and AP will stay, idk if this will affect balance
/obj/item/projectile/energy/excavate
damage = 20
//damage = 20
armor_penetration = 60
/obj/item/projectile/energy/excavate/weak
damage = 10
//damage = 10
excavation_amount = 100
/obj/item/projectile/energy/acid
damage = 15
//damage = 15
/obj/item/projectile/energy/neurotoxin/toxic
damage = 10
//
/obj/item/projectile/energy/phase/bolt
range = 4
SA_bonus_damage = 15 // 30 total on animals
@@ -25,11 +26,11 @@
hud_state = "taser"
/obj/item/projectile/energy/plasma/vepr
damage = 30
//damage = 30
armor_penetration = 15
/obj/item/projectile/energy/phase
damage = 5
//damage = 5
SA_bonus_damage = 15
armor_penetration = 0
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
@@ -39,11 +40,11 @@
armor_penetration = 0
/obj/item/projectile/energy/phase/heavy
damage = 5
//damage = 5
SA_bonus_damage = 20
armor_penetration = 0
/obj/item/projectile/energy/phase/heavy/cannon
damage = 5
//damage = 5
SA_bonus_damage = 35
armor_penetration = 0
armor_penetration = 0

View File

@@ -1,3 +1,4 @@
//File has been unticked due to combat refactor walk-back, things do more damage now
/obj/item/weapon/gun/energy
charge_cost = 80
@@ -90,4 +91,4 @@
list(mode_name="stun", fire_delay = 8, projectile_type= /obj/item/projectile/beam/stun, modifystate="x01stun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 80),
list(mode_name="laser", fire_delay = 8, projectile_type=/obj/item/projectile/beam, modifystate="x01laser", fire_sound='sound/weapons/Laser.ogg', charge_cost = 160),
list(mode_name="gauss", fire_delay=15, projectile_type=/obj/item/projectile/energy/gauss, modifystate="x01gauss", fire_sound='sound/weapons/gauss_shoot.ogg', charge_cost = 120)
)
)

View File

@@ -1,5 +1,7 @@
//Oh this are apparently a thing
// Rod for railguns. Slightly less nasty than the sniper round.
//Combat refactor walkback, keeping AP and SA bonus
/*
/obj/item/projectile/bullet/magnetic
damage = 33
@@ -14,11 +16,11 @@
/obj/item/projectile/bullet/magnetic/flechette/small/khi
damage = 9
*/
/obj/item/projectile/bullet/magnetic/flechette/hunting
armor_penetration = 15
SA_bonus_damage = 20
/*
/obj/item/projectile/bullet/magnetic/heated/weak
damage = 7
@@ -35,4 +37,5 @@
damage = 7
/obj/item/projectile/bullet/magnetic/bore
damage = 10
damage = 10
*/

View File

@@ -6,7 +6,7 @@
icon_state = "impact_beam_heavy"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 25
damage = 60 //Old 25
armor_penetration = 30
light_range = 3
light_power = 1
@@ -17,7 +17,7 @@
icon_state = "impact_laser"
fire_sound = 'sound/weapons/Laser.ogg'
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
damage = 40 //old 20
armor_penetration = 10
damage_type = BURN
check_armour = "laser"
@@ -27,7 +27,7 @@
icon_state = "impact_laser"
fire_sound = 'sound/weapons/Laser.ogg'
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 10
damage = 30 //Old 10
armor_penetration = 0
damage_type = BURN
check_armour = "laser"
@@ -38,7 +38,7 @@
icon_state = "impact_laser"
fire_sound = 'sound/weapons/Laser.ogg'
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 10
damage = 20 //Old 10
damage_type = BURN
check_armour = "laser"
@@ -46,7 +46,7 @@
name = "inversion blast"
icon = 'icons/obj/projectiles_impact.dmi'
icon_state = "impact_invert"
damage = 15
damage = 30 //old 15
armor_penetration = 60
damage_type = BURN
check_armour = "laser"
@@ -74,14 +74,14 @@
light_color = "#FF0099"
hud_state = "plasma_rifle"
damage = 25
damage = 48 //Old 25
armor_penetration = 10
//Eclipse mob stuff
/obj/item/projectile/energy/blob/moth
damage = 15
damage = 30 //old 15
armor_penetration = 15
my_chems = list("fuel", "mold")
flammability = 0.25
@@ -97,7 +97,7 @@
speed = 3.2
/obj/item/projectile/energy/electrode/eclipse
damage = 20
damage = 40 //old 20
damage_type = BURN
color = "#38b9ff"
speed = 3.2
@@ -114,22 +114,22 @@
/obj/item/projectile/energy/mob/heavysniper
armor_penetration = 40
damage = 40
damage = 60 //Old 40, not doubling that lol
speed = 1.2
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
name = "sniper beam"
icon_state = "impact_xray"
/obj/item/projectile/energy/declone/burn
damage = 15
damage = 30 //Old 15
nodamage = 0
speed = 3.2
irradiate = 30
/obj/item/projectile/energy/mob/ionbeam
name = "Ion Burst"
damage = 10
damage = 20 //Old 10
damage_type = ELECTROMAG
light_color = "#00CCFF"
icon_state = "impact_blue"
fire_sound = 'sound/weapons/Laser.ogg'
fire_sound = 'sound/weapons/Laser.ogg'