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fixes and balance
Fixes: * Depot mobs now generate attack animations when you attack them. * Depot mobs can no longer be endlessly spammed with melee item attacks. This counters the 'spam attacks till you get lucky' strategy. * Depot mobs can no longer be harmed by punching them. This counters the 'bypass eshield with punches' strategy. * Depot mobs will now kill you if you're in crit. This counters endlessly-regenerating diona. * Syndicate sentry bot will now path through other depot mobs. This fixes the bot getting stuck on them. Balance tweaks: * Armory airlocks are now harder to hack. * Armory is now protected by an energy shield. Killing officers may randomly unlock the shield. This counters people rushing the armory every time. Depot mobs can walk through the shield. * Depot mobs (except for the bot) now recogize if you've returned from death to attack them again, and increase the alert level further. This counters changelings.
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@@ -70,6 +70,7 @@
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if(!depotarea.used_self_destruct)
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depotarea.used_self_destruct = TRUE // Silences all further alerts from this point onwards.
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depotarea.updateicon()
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depotarea.shields_down()
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/obj/effect/overload/process()
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if(cycles < max_cycles)
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@@ -91,3 +92,4 @@
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explosion(get_turf(src), 25, 35, 45, 55, 1, 1, 60, 0, 0)
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processing_objects.Remove(src)
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qdel(src)
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