diff --git a/code/game/mecha/combat/phazon.dm b/code/game/mecha/combat/phazon.dm index 8ec100ad1e..7142711b86 100644 --- a/code/game/mecha/combat/phazon.dm +++ b/code/game/mecha/combat/phazon.dm @@ -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)) \ No newline at end of file + cell.charge = rand(0, (cell.charge/2)) diff --git a/code/game/mecha/components/armor.dm b/code/game/mecha/components/armor.dm index ac4ce81ec5..54fe413d11 100644 --- a/code/game/mecha/components/armor.dm +++ b/code/game/mecha/components/armor.dm @@ -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, diff --git a/code/modules/research/mechfab_designs.dm b/code/modules/research/mechfab_designs.dm index 2dcf10ddfd..c326892485 100644 --- a/code/modules/research/mechfab_designs.dm +++ b/code/modules/research/mechfab_designs.dm @@ -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 diff --git a/code/modules/research/mechfab_designs_ch.dm b/code/modules/research/mechfab_designs_ch.dm index c09179ffea..8f74415d6a 100644 --- a/code/modules/research/mechfab_designs_ch.dm +++ b/code/modules/research/mechfab_designs_ch.dm @@ -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) \ No newline at end of file + 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) diff --git a/maps/southern_cross/southern_cross_defines.dm b/maps/southern_cross/southern_cross_defines.dm index b842189373..62eb861b10 100644 --- a/maps/southern_cross/southern_cross_defines.dm +++ b/maps/southern_cross/southern_cross_defines.dm @@ -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 % )