Merge pull request #3610 from Cyrelius/master

Update southern_cross_defines.dm
This commit is contained in:
Nadyr
2022-02-06 19:33:00 -05:00
committed by GitHub
5 changed files with 86 additions and 26 deletions
+17 -16
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@@ -6,8 +6,8 @@
step_in = 1
dir_in = 1 //Facing North.
step_energy_drain = 3
health = 200 //God this is low
maxhealth = 200 //Don't forget to update the /old variant if you change this number.
health = 250 //God this is low //Chompedit, increased it a bit.
maxhealth = 250 //Don't forget to update the /old variant if you change this number. //Chompedit, increased health.
deflect_chance = 30
damage_absorption = list("brute"=0.7,"fire"=0.7,"bullet"=0.7,"laser"=0.7,"energy"=0.7,"bomb"=0.7)
max_temperature = 25000
@@ -19,23 +19,24 @@
force = 15
max_equip = 4
max_hull_equip = 3
max_weapon_equip = 3
//Chompedit start
max_hull_equip = 2
max_weapon_equip = 2
max_utility_equip = 3
max_universal_equip = 3
max_special_equip = 4
max_universal_equip = 2
max_special_equip = 2
//Chompedit end
encumbrance_gap = 2
starting_components = list(
/obj/item/mecha_parts/component/hull/durable,
/obj/item/mecha_parts/component/hull, //Chompedit, normal hull
/obj/item/mecha_parts/component/actuator,
/obj/item/mecha_parts/component/armor/alien,
/obj/item/mecha_parts/component/gas,
/obj/item/mecha_parts/component/electrical
)
cloak_possible = TRUE
cloak_possible = FALSE //Chompedit Cloaking is too much for something like this, and is moderately useless anyway.
phasing_possible = TRUE
switch_dmg_type_possible = TRUE
@@ -99,16 +100,16 @@
internal_damage_threshold = 25
force = 20
phasing_energy_drain = 300
//Chompedit start
max_hull_equip = 2
max_weapon_equip = 1
max_utility_equip = 2
max_universal_equip = 2
max_weapon_equip = 3
max_utility_equip = 3
max_universal_equip = 4
max_special_equip = 2
//Chompedit end
phasing_possible = TRUE
switch_dmg_type_possible = TRUE
cloak_possible = FALSE
cloak_possible = TRUE //Chompedit Allows Janus to cloak.
/obj/mecha/combat/phazon/janus/take_damage(amount, type="brute")
..()
@@ -162,4 +163,4 @@
..()
health = 25
maxhealth = 150 //Just slightly worse.
cell.charge = rand(0, (cell.charge/2))
cell.charge = rand(0, (cell.charge/2))
+5
View File
@@ -216,6 +216,11 @@
/obj/item/mecha_parts/component/armor/alien
name = "strange mecha plating"
step_delay = 2
//Chompedit start This armour is dogshit and needs this to improve it.
damage_minimum = 12
minimum_penetration = 15
//Chompedit end
damage_absorption = list(
"brute"=0.7,
"fire"=0.7,
+6 -4
View File
@@ -577,21 +577,23 @@
build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid
/* These are way too OP to be buildable
*/ //CHOMPEdit upstream whines too much.
/datum/design/item/mecha/combat_shield
name = "linear combat shield"
desc = "Linear shield projector. Deploys a large, familiar, and rectangular shield in one direction at a time."
id = "mech_shield_droid"
req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4)
materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750)
req_tech = list(TECH_PHORON = 5, TECH_MAGNET = 7, TECH_ILLEGAL = 5) //Chompedit bumped up a little
materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_VERDANTIUM = 2000, MAT_GLASS = 3750) //Chompedit Also bumped up a little
build_path = /obj/item/mecha_parts/mecha_equipment/combat_shield
/datum/design/item/mecha/omni_shield
name = "Omni Shield"
desc = "Integral shield projector. Can only protect the exosuit, but has no weak angles."
id = "mech_shield_omni"
req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4)
materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750)
req_tech = list(TECH_PHORON = 5, TECH_MAGNET = 7, TECH_ILLEGAL = 5) //Chompedit bumped up a little
materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_VERDANTIUM = 2000, MAT_GLASS = 3750) //Chompedit Also bumped up a little
build_path = /obj/item/mecha_parts/mecha_equipment/omni_shield
/* //CHOMPEdit closing comment.
*/
/datum/design/item/mecha/crisis_drone
+53 -1
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@@ -56,4 +56,56 @@
id = "scarab_right_legs"
build_path = /obj/item/mecha_parts/part/scarab_right_legs
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 30000)
materials = list(DEFAULT_WALL_MATERIAL = 30000)
/datum/design/item/mechfab/phazon
category = list("Phazon")
req_tech = list(TECH_MATERIAL = 7, TECH_BLUESPACE = 5, TECH_MAGNET = 6, TECH_PHORON = 3, TECH_ARCANE = 1)
/datum/design/item/mechfab/phazon/chassis
name = "Phazon Chassis"
id = "phazon_chassis"
build_path = /obj/item/mecha_parts/chassis/phazon
time = 10
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 4000, MAT_PHORON = 4000, MAT_GOLD = 5000, MAT_VERDANTIUM = 4000)
/datum/design/item/mechfab/phazon/torso
name = "Phazon Torso"
id = "phazon_torso"
build_path = /obj/item/mecha_parts/part/phazon_torso
time = 30
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 2000, MAT_PHORON = 6000, MAT_GOLD = 6000, MAT_VERDANTIUM = 2000)
/datum/design/item/mechfab/phazon/head
name = "Phazon Head"
id = "phazon_head"
build_path = /obj/item/mecha_parts/part/phazon_head
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 10000, MAT_DURASTEEL = 1000, MAT_PHORON = 4000, MAT_GOLD = 4000, MAT_VERDANTIUM = 500)
/datum/design/item/mechfab/phazon/left_arm
name = "Phazon Left Arm"
id = "phazon_left_arm"
build_path = /obj/item/mecha_parts/part/phazon_left_arm
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
/datum/design/item/mechfab/phazon/right_arm
name = "Phazon Right Arm"
id = "phazon_right_arm"
build_path = /obj/item/mecha_parts/part/phazon_right_arm
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
/datum/design/item/mechfab/phazon/left_leg
name = "Phazon Left Legs"
id = "phazon_left_legs"
build_path = /obj/item/mecha_parts/part/phazon_left_leg
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
/datum/design/item/mechfab/phazon/right_leg
name = "Phazon Right Legs"
id = "phazon_right_legs"
build_path = /obj/item/mecha_parts/part/phazon_right_leg
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
@@ -146,13 +146,13 @@
// First, place a bunch of submaps. This comes before tunnel/forest generation as to not interfere with the submap.(This controls POI limit generation, increase or lower its values to have more or less POI's)
// Cave submaps are first.
seed_submaps(list(Z_LEVEL_SURFACE_MINE), 60, /area/surface/cave/unexplored/normal, /datum/map_template/surface/mountains/normal)
seed_submaps(list(Z_LEVEL_SURFACE_MINE), 60, /area/surface/cave/unexplored/deep, /datum/map_template/surface/mountains/deep)
seed_submaps(list(Z_LEVEL_SURFACE_MINE), 80, /area/surface/cave/unexplored/normal, /datum/map_template/surface/mountains/normal) //CHOMPEdit bumped up from 60 to 80
seed_submaps(list(Z_LEVEL_SURFACE_MINE), 80, /area/surface/cave/unexplored/deep, /datum/map_template/surface/mountains/deep) //CHOMPEdit bumped up from 60 to 80
// Plains to make them less plain.
seed_submaps(list(Z_LEVEL_SURFACE), 80, /area/surface/outside/plains/normal, /datum/map_template/surface/plains) // Center area is WIP until map editing settles down.
seed_submaps(list(Z_LEVEL_SURFACE), 140, /area/surface/outside/plains/normal, /datum/map_template/surface/plains) // Center area is WIP until map editing settles down. //CHOMPEdit bumped up from 80 to 140
// Wilderness is next.
seed_submaps(list(Z_LEVEL_SURFACE_WILD), 60, /area/surface/outside/wilderness/normal, /datum/map_template/surface/wilderness/normal)
seed_submaps(list(Z_LEVEL_SURFACE_WILD), 60, /area/surface/outside/wilderness/deep, /datum/map_template/surface/wilderness/deep)
seed_submaps(list(Z_LEVEL_SURFACE_WILD), 150, /area/surface/outside/wilderness/normal, /datum/map_template/surface/wilderness/normal) //CHOMPEdit bumped up from 60 to 150
seed_submaps(list(Z_LEVEL_SURFACE_WILD), 150, /area/surface/outside/wilderness/deep, /datum/map_template/surface/wilderness/deep) //CHOMPEdit bumped up from 60 to 150
// If Space submaps are made, add a line to make them here as well.
// Now for the tunnels. (This decides the load order of ore generation and cave generation. Check Random_Map to see % )