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Make the Supermatter Crystal More Senstive and Adds More Events (#31767)
* initial commit * oops i forgot to commit this * Tidies up the SM manual, clamps the A-4 damage, and fixes a linter * removes the change to operational temperature * buffs the flood event * Update code/modules/power/engines/supermatter/supermatter_event.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Miles <116982774+Burzah@users.noreply.github.com> * Update code/modules/power/engines/supermatter/supermatter_event.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Miles <116982774+Burzah@users.noreply.github.com> --------- Signed-off-by: Miles <116982774+Burzah@users.noreply.github.com> Co-authored-by: Miles <116982774+Burzah@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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@@ -11,16 +11,16 @@
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#define OBJECT (LOWEST + 1)
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#define LOWEST (1)
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#define PLASMA_HEAT_PENALTY 15 // Higher == Bigger heat and waste penalty from having the crystal surrounded by this gas. Negative numbers reduce penalty.
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#define PLASMA_HEAT_PENALTY 20 // Higher == Bigger heat and waste penalty from having the crystal surrounded by this gas. Negative numbers reduce penalty.
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#define OXYGEN_HEAT_PENALTY 1
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#define CO2_HEAT_PENALTY 0.1
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#define NITROGEN_HEAT_PENALTY -1.5
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#define HYDROGEN_HEAT_PENALTY 20
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#define NITROGEN_HEAT_PENALTY -1
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#define HYDROGEN_HEAT_PENALTY 30
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#define H2O_HEAT_PENALTY 5
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#define OXYGEN_TRANSMIT_MODIFIER 1.5 //Higher == Bigger bonus to power generation.
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#define PLASMA_TRANSMIT_MODIFIER 4
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#define HYDROGEN_TRANSMIT_MODIFIER 3
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#define OXYGEN_TRANSMIT_MODIFIER 2 //Higher == Bigger bonus to power generation.
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#define PLASMA_TRANSMIT_MODIFIER 6
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#define HYDROGEN_TRANSMIT_MODIFIER 4
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#define H2O_TRANSMIT_MODIFIER -10
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#define N2O_HEAT_RESISTANCE 6 //Higher == Gas makes the crystal more resistant against heat damage.
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@@ -38,7 +38,7 @@
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#define H2O_CRUNCH 0.75
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#define MOLE_CRUNCH_THRESHOLD 1700 //Above this value we can get lord singulo and
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#define MOLE_PENALTY_THRESHOLD 1800 //Above this value we can get lord singulo and independent mol damage, below it we can heal damage
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#define MOLE_PENALTY_THRESHOLD 1500 //Above this value we can get lord singulo and independent mol damage, below it we can heal damage
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#define MOLE_HEAT_PENALTY 350 //Heat damage scales around this. Too hot setups with this amount of moles do regular damage, anything above and below is scaled
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//Along with damage_penalty_point, makes flux anomalies.
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/// The cutoff for the minimum amount of power required to trigger the crystal invasion delamination event.
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@@ -46,15 +46,15 @@
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#define POWER_PENALTY_THRESHOLD 5000 //The cutoff on power properly doing damage, pulling shit around, and delamming into a tesla. Low chance of cryo anomalies, +2 bolts of electricity
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#define SEVERE_POWER_PENALTY_THRESHOLD 7000 //+1 bolt of electricity, allows for gravitational anomalies, and higher chances of cryo anomalies
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#define CRITICAL_POWER_PENALTY_THRESHOLD 9000 //+1 bolt of electricity.
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#define DAMAGE_HARDCAP 0.002
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#define DAMAGE_INCREASE_MULTIPLIER 0.25
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#define DAMAGE_HARDCAP 0.005
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#define DAMAGE_INCREASE_MULTIPLIER 0.5
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#define THERMAL_RELEASE_MODIFIER 1 //Higher == less heat released during reaction, not to be confused with the above values
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#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
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#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 0.55 //Higher == more overall power
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#define REACTION_POWER_MODIFIER 0.75 //Higher == more overall power
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#define MATTER_POWER_CONVERSION 10 //Crystal converts 1/this value of stored matter into energy.
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@@ -116,7 +116,7 @@
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///Tracks the bolt color we are using
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var/zap_icon = DEFAULT_ZAP_ICON_STATE
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///The portion of the gasmix we're on that we should remove
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var/gasefficency = 0.15
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var/gasefficency = 0.35
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///Are we exploding?
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var/final_countdown = FALSE
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@@ -75,6 +75,14 @@
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air.set_carbon_dioxide(2000)
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supermatter_turf.blind_release_air(air)
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// hydrogen
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/datum/engi_event/supermatter_event/delta_tier/hydrogen
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name = "D-4"
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/datum/engi_event/supermatter_event/delta_tier/hydrogen/on_start()
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var/datum/gas_mixture/air = new()
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air.set_hydrogen(2000)
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supermatter_turf.blind_release_air(air)
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// C class events
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@@ -159,6 +167,21 @@
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supermatter.power += 3000
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duration = 10 SECONDS
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/datum/engi_event/supermatter_event/bravo_tier/power_surge // basically an arc-lite event
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name = "B-4"
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duration = 2 MINUTES
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/datum/engi_event/supermatter_event/bravo_tier/power_surge/on_start()
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supermatter.power_additive = 1500
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/datum/engi_event/supermatter_event/bravo_tier/gas_dump // basically a laminate-lite event without the EMP
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name = "B-5"
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duration = 2 MINUTES
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/datum/engi_event/supermatter_event/bravo_tier/gas_dump/on_start()
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supermatter.heat_multiplier = 2
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supermatter.gas_multiplier = 2
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//A class events
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/datum/engi_event/supermatter_event/alpha_tier
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threat_level = SM_EVENT_THREAT_A
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@@ -191,6 +214,15 @@
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/datum/engi_event/supermatter_event/alpha_tier/gas_multiplier/on_start()
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supermatter.gas_multiplier = 4
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/datum/engi_event/supermatter_event/alpha_tier/integrity_hit
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name = "A-4"
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/datum/engi_event/supermatter_event/alpha_tier/integrity_hit/on_start()
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supermatter.damage += rand(350, 650)
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clamp((supermatter.damage + rand(350, 650)), 0, 1000)
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supermatter.matter_power += 1000
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// S-tier events are special. They are very dangerous, but give a 5 minute warning to the engis.
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/datum/engi_event/supermatter_event/sierra_tier
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threat_level = SM_EVENT_THREAT_S
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@@ -226,3 +258,16 @@
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supermatter.heat_multiplier = 25
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supermatter.gas_multiplier = 25
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empulse(supermatter, 3, 6, TRUE, "S-laminite event")
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// Flood
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/datum/engi_event/supermatter_event/sierra_tier/flood
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name = "S-FLOOD OUTPOUR"
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/datum/engi_event/supermatter_event/sierra_tier/flood/start_sierra_event()
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..()
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var/datum/gas_mixture/air = new()
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air.set_toxins(20000)
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air.set_oxygen(15000)
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supermatter_turf.blind_release_air(air) // WHO HAS AN RCD, SPACE IT
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supermatter.gas_multiplier = 40
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empulse(supermatter, 3, 6, TRUE, "S-flood event")
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