mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of https://github.com/ZomgPonies/Paradise
This commit is contained in:
@@ -141,7 +141,8 @@ ________________________________________________________________________________
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//Now let's do the normal processing.
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if(s_coold) s_coold--//Checks for ability s_cooldown first.
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var/A = s_cost//s_cost is the default energy cost each ntick, usually 5.
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var/A = 0 - s_regen//s_regen is the default energy regen each ntick, usually 5.
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if(U.stat == 2)
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U << browse(null, "window=spideros")
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explosion(U.loc, 0, 1, 3, 4)
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@@ -153,15 +154,20 @@ ________________________________________________________________________________
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return
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if(!kamikaze)
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if(blade_check(U))//If there is a blade held in hand.
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A += s_acost
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A += s_cost
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if(s_active)//If stealth is active.
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A += s_acost
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A += s_cost
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else
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if(prob(s_delay))//Suit delay is used as probability. May change later.
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U.adjustBruteLoss(k_damage)//Default damage done, usually 1.
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A = k_cost//kamikaze cost.
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cell.charge-=A
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if(src.cell.maxcharge < src.cell.charge)
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src.cell.charge = src.cell.maxcharge
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if(cell.charge<=0)
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if(kamikaze)
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U.say("I DIE TO LIVE AGAIN!")
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@@ -564,10 +564,10 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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//Randomizes suit parameters.
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/obj/item/clothing/suit/space/space_ninja/proc/randomize_param()
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s_cost = rand(1,20)
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s_acost = rand(20,100)
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s_regen = rand(1,15)
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s_cost = rand(20,100)
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k_cost = rand(100,500)
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k_damage = rand(1,20)
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k_damage = rand(1,10)
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s_delay = rand(10,100)
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s_bombs = rand(5,20)
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a_boost = rand(1,7)
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@@ -59,6 +59,7 @@
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icon_state = "s-ninja(norm)"
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item_state = "s-ninja_mask"
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vchange = 1
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unacidable = 1
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siemens_coefficient = 0.2
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/obj/item/clothing/mask/gas/voice/space_ninja/scar
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@@ -36,8 +36,8 @@
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//Main function variables.
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var/s_initialized = 0//Suit starts off.
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var/s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
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var/s_cost = 5.0//Base energy cost each ntick.
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var/s_acost = 25.0//Additional cost for additional powers active.
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var/s_regen = 5.0//Base energy regen each ntick.
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var/s_cost = 25.0//Additional cost for additional powers active.
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var/k_cost = 200.0//Kamikaze energy cost each ntick.
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var/k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick.
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var/s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
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@@ -96,7 +96,7 @@
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icon_state = "rig-engineering"
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item_state = "eng_hardsuit"
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slowdown = 1
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
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armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 20, bio = 100, rad = 80)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
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@@ -110,6 +110,7 @@
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icon_state = "rig0-white"
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item_state = "ce_helm"
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_color = "white"
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 80)
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/obj/item/clothing/suit/space/rig/elite
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icon_state = "rig-white"
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@@ -117,6 +118,7 @@
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desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
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item_state = "ce_hardsuit"
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | ONESIZEFITSALL
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 80)
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//Singuloth armor
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@@ -126,6 +128,7 @@
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icon_state = "rig0-singuloth"
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item_state = "singuloth_helm"
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_color = "singuloth"
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 80)
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/obj/item/clothing/suit/space/rig/singuloth
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icon_state = "rig-singuloth"
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@@ -133,7 +136,7 @@
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desc = "This is a ceremonial armor from the chapter of the Singuloth Knights. It's made of pure forged adamantium."
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item_state = "singuloth_hardsuit"
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 80)
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//Mining rig
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/obj/item/clothing/head/helmet/space/rig/mining
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name = "mining hardsuit helmet"
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@@ -235,7 +238,7 @@
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icon_state = "rig0-sec"
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item_state = "sec_helm"
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_color = "sec"
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armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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armor = list(melee = 50, bullet = 10, laser = 30, energy = 15, bomb = 45, bio = 100, rad = 10)
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siemens_coefficient = 0.7
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/obj/item/clothing/suit/space/rig/security
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@@ -243,7 +246,7 @@
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name = "security hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
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item_state = "sec_hardsuit"
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armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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armor = list(melee = 50, bullet = 10, laser = 30, energy = 15, bomb = 45, bio = 100, rad = 10)
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allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/baton)
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siemens_coefficient = 0.7
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | ONESIZEFITSALL
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@@ -279,7 +282,7 @@
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icon_state = "rig0-atmos"
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item_state = "atmos_helm"
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_color = "atmos"
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armor = list(melee = 40, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 0)
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armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 20, bio = 100, rad = 0)
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
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/obj/item/clothing/suit/space/rig/atmos
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@@ -287,6 +290,6 @@
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icon_state = "rig-atmos"
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name = "atmos hardsuit"
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item_state = "atmos_hardsuit"
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armor = list(melee = 40, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 0)
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armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 20, bio = 100, rad = 0)
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max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | ONESIZEFITSALL
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@@ -545,4 +545,10 @@
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New()
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..()
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reagents.add_reagent("cola", 50)
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on_reagent_change()
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on_reagent_change()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/devilskiss
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New()
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..()
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reagents.add_reagent("devilskiss", 50)
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on_reagent_change()
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@@ -116,11 +116,11 @@
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if(damage > emergency_point)
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radio.autosay(addtext(emergency_alert, " Stability: ",stability,"%"), "Supermatter Monitor")
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radio.autosay(addtext(emergency_alert, " Instability: ",stability,"%"), "Supermatter Monitor")
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lastwarning = world.timeofday
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else if(damage >= damage_archived) // The damage is still going up
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radio.autosay(addtext(warning_alert," Stability: ",stability,"%"), "Supermatter Monitor")
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radio.autosay(addtext(warning_alert," Instability: ",stability,"%"), "Supermatter Monitor")
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lastwarning = world.timeofday - 150
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else // Phew, we're safe
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