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Vetus balance tweaks, also with a grav anomaly tweak (#19799)
* Anomaly and some vetus balance tweaks * whoops * Update code/game/objects/effects/anomalies.dm Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * Update code/game/objects/effects/anomalies.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * early return Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
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@@ -98,8 +98,19 @@
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icon_state = "shield2"
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density = FALSE
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var/boing = FALSE
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var/knockdown = FALSE
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aSignal = /obj/item/assembly/signaler/anomaly/grav
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/obj/effect/anomaly/grav/Initialize(mapload, new_lifespan, _drops_core = TRUE, event_spawned = TRUE)
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. = ..()
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if(!event_spawned) //So an anomaly in the hallway is assured to have some risk to it, but not make sm / vetus too much pain
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return
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for(var/I in 1 to 3)
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if(prob(75))
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new /obj/item/stack/rods(loc)
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if(prob(75))
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new /obj/item/shard(loc)
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/obj/effect/anomaly/grav/anomalyEffect()
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..()
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boing = TRUE
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@@ -112,7 +123,7 @@
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if(!M.mob_negates_gravity())
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step_towards(M,src)
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for(var/obj/O in range(0, src))
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if(!O.anchored && O.loc != src) // so it cannot throw the anomaly core
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if(!O.anchored && O.loc != src && O.move_resist < MOVE_FORCE_OVERPOWERING) // so it cannot throw the anomaly core or super big things
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var/mob/living/target = locate() in view(4, src)
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if(target && !target.stat)
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O.throw_at(target, 5, 10, dodgeable = FALSE)
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@@ -129,7 +140,10 @@
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/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
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if(boing && isliving(A) && !A.stat)
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A.Weaken(4 SECONDS)
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if(!knockdown)
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A.Weaken(4 SECONDS)
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else
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A.KnockDown(4 SECONDS) //You know, maybe hard stuns in a megafauna fight are a bad idea.
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var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
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A.throw_at(target, 5, 1)
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boing = FALSE
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@@ -147,6 +161,7 @@
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var/zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
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var/zap_range = 5
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var/power = 5000
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var/knockdown = FALSE
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/obj/effect/anomaly/flux/Initialize(mapload, new_lifespan, drops_core = TRUE, _explosive = TRUE)
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. = ..()
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@@ -175,7 +190,10 @@
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if(canshock && istype(M))
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canshock = FALSE //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
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M.electrocute_act(shockdamage, name, flags = SHOCK_NOGLOVES)
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M.Weaken(explosive ? 6 SECONDS : 3 SECONDS) //Back to being deadly if you touch it, rather than just being able to crawl out of it. Non explosive ones less deadly, since you can't loot them / vetus
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if(!knockdown)
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M.Weaken(explosive ? 6 SECONDS : 3 SECONDS) //Back to being deadly if you touch it, rather than just being able to crawl out of it. Non explosive ones less deadly, since you can't loot them
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else
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M.KnockDown(3 SECONDS)
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/obj/effect/anomaly/flux/detonate()
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if(explosive)
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