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https://github.com/CHOMPStation2/CHOMPStation2.git
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Expedition Balance Tweaks
- Removes hostile mobs from V4 Beach - Adds Giant Snakes and Giant spiders in generic V4 Cave spawners - Reduced respawn rates to cut down on incidences of 'deathclaw swarms' - Giant Snakes and Deathclaws have reduced overall spawn rates, Giant Spiders and Frogs will generally be more common. - Replaced Ion hivebots with Ion Spiders - Reduced expedition phaser to 5 shots
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@@ -0,0 +1,23 @@
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// Slightly placeholder, mostly to replace ion hivebots on V4
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/mob/living/simple_animal/hostile/giant_spider/ion
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desc = "Furry and green, it makes you shudder to look at it. This one has brilliant green eyes and a hint of static discharge."
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tt_desc = "X Brachypelma phorus ionus"
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icon_state = "webslinger"
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icon_living = "webslinger"
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icon_dead = "webslinger_dead"
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maxHealth = 90
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health = 90
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melee_damage_lower = 8
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melee_damage_upper = 15
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ranged = 1
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projectilesound = 'sound/weapons/taser2.ogg'
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projectiletype = /obj/item/projectile/ion/small
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firing_lines = 1
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cooperative = 1
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poison_chance = 15
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poison_per_bite = 2
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poison_type = "psilocybin"
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@@ -744,8 +744,8 @@
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projectile_type = /obj/item/projectile/beam
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projectile_type = /obj/item/projectile/beam
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firemodes = list(
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firemodes = list(
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list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 300),
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list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 600),
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list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
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list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 120),
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)
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)
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/obj/item/weapon/gun/energy/frontier/unload_ammo(var/mob/user)
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/obj/item/weapon/gun/energy/frontier/unload_ammo(var/mob/user)
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@@ -95,8 +95,9 @@
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prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies)
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prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies)
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guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports))
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guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports))
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mobs_to_pick_from = list(
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mobs_to_pick_from = list(
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/mob/living/simple_animal/hostile/giant_snake = 3, //Snakes are 3x more likely to spawn than,
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/mob/living/simple_animal/snake
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/mob/living/simple_animal/hostile/frog = 1 //these frogs are, with these values
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// /mob/living/simple_animal/hostile/giant_snake = 3, //Snakes are 3x more likely to spawn than,
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// /mob/living/simple_animal/hostile/frog = 1 //these frogs are, with these values
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)
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)
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/obj/tether_away_spawner/beach_outside_friendly
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/obj/tether_away_spawner/beach_outside_friendly
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@@ -115,12 +116,14 @@
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faction = "beach_cave"
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faction = "beach_cave"
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atmos_comp = TRUE
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atmos_comp = TRUE
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prob_spawn = 100
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prob_spawn = 100
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prob_fall = 10
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prob_fall = 40
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guard = 20
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guard = 20
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mobs_to_pick_from = list(
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mobs_to_pick_from = list(
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/mob/living/simple_animal/hostile/deathclaw,
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/mob/living/simple_animal/hostile/giant_snake = 1,
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/mob/living/simple_animal/hostile/frog,
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/mob/living/simple_animal/hostile/deathclaw = 1,
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/mob/living/simple_animal/hostile/hivebot/range/ion
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/mob/living/simple_animal/hostile/frog = 3,
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/mob/living/simple_animal/hostile/giant_spider = 3,
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/mob/living/simple_animal/hostile/giant_spider/ion = 2
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)
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)
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// These are step-teleporters, for map edge transitions
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// These are step-teleporters, for map edge transitions
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