Halves Item Slowdown Effects

Most items in the codebase have a slowdown multiplier of one, when slowdown is handled species-side in multiples of 0.5. This makes the effect of species slowdown almost non-existant when item slowdown is involved, and makes species that have item slowdown reduction (such as Unathi) unnaturally fast.

Do note that I also went through and removed odd slowdown numbers as well, as, due to the way slowdown is tied to tickrate, it should be done in intervals of 0.5.

I tried to view things on a case by case scenario but there will probably be changes that will need to be double checked.

Some items will be handled differently, I will list the exceptions below.
Boots of Speed: Kept at -1, it is boots of speed after all.
Chemistry Bag: Increased to 3. This should not really be toted around outside of chemistry.
Hybrid Tools: They already have a lot of other disadvantages, and are kind of hard to get, and 0.1 is a weird number for slowdown.
Site Manager's armor: Already 1.5
Unathi Breacher modules: These things are overpowered and Unathi already have a racial trait to virtually remove slowdown.
Voidsuits: Already done in intervals of 0.5, no change.
RHR Accellerator: This thing probably has appropriate slowdown values for what it is.
Utility suits: Already done in intervals of 0.5
Clothing/suits/armor: Already done in intervals of 0.5
This commit is contained in:
Unknown
2021-06-24 17:24:52 -04:00
parent f97d1b884b
commit 2c771d0ae5
29 changed files with 48 additions and 55 deletions
+3 -3
View File
@@ -13,7 +13,7 @@
var/cell_type = null //Can put a starting cell here
density = 1 //Is dense, but not anchored, so you can swap with it
slowdown = 3 //Heevvee.
slowdown = 1.5 //Heevvee.
health = 100
var/power_per_process = 50 // About 6.5 minutes of use on a high-cell (10,000)
@@ -201,14 +201,14 @@
if(UAV_OFF) //Packing
state = UAV_PACKED
w_class = ITEMSIZE_LARGE
slowdown = 1
slowdown = 0.5
density = FALSE
update_icon()
return TRUE
if(UAV_PACKED) //Unpacking
state = UAV_OFF
w_class = ITEMSIZE_HUGE
slowdown = 3
slowdown = 1.5
density = TRUE
update_icon()
return TRUE
@@ -33,7 +33,7 @@ Protectiveness | Armor %
var/default_material = null // Set this to something else if you want material attributes on init.
var/material_armor_modifier = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
var/material_slowdown_modifier = 0
var/material_slowdown_multiplier = 1
var/material_slowdown_multiplier = 0.5
/obj/item/clothing/New(var/newloc, var/material_key)
..(newloc)
@@ -217,7 +217,7 @@ Protectiveness | Armor %
slot = ACCESSORY_SLOT_ARMOR_C
material_armor_modifier = 0.8
material_slowdown_modifier = 0.5 //Subtracted from total slowdown
material_slowdown_multiplier = 0.8 //Multiplied by total slowdown
material_slowdown_multiplier = 0.4 //Multiplied by total slowdown
/obj/item/clothing/accessory/material/makeshift/heavy //Craftable with 8 material sheets, more slowdown, more armour
name = "heavy armor plate"
@@ -228,7 +228,7 @@ Protectiveness | Armor %
slot = ACCESSORY_SLOT_ARMOR_C
material_armor_modifier = 1.2
material_slowdown_modifier = 0
material_slowdown_multiplier = 1
material_slowdown_multiplier = 0.5
/obj/item/clothing/accessory/material/custom //Not yet craftable, advanced version made with science!
name = "custom armor plate"
@@ -239,7 +239,7 @@ Protectiveness | Armor %
slot = ACCESSORY_SLOT_ARMOR_C
material_armor_modifier = 1.2
material_slowdown_modifier = 0.5
material_slowdown_multiplier = 0.8
material_slowdown_multiplier = 0.4
/obj/item/clothing/accessory/material/makeshift/armguards
name = "arm guards"
@@ -253,7 +253,7 @@ Protectiveness | Armor %
slot = ACCESSORY_SLOT_ARMOR_A
material_armor_modifier = 0.8
material_slowdown_modifier = 0.8
material_slowdown_multiplier = 0.8
material_slowdown_multiplier = 0.4
/obj/item/clothing/accessory/material/makeshift/legguards
name = "leg guards"
@@ -267,7 +267,7 @@ Protectiveness | Armor %
slot = ACCESSORY_SLOT_ARMOR_L
material_armor_modifier = 0.8
material_slowdown_modifier = 0.8
material_slowdown_multiplier = 0.8
material_slowdown_multiplier = 0.4
/obj/item/clothing/suit/armor/material/makeshift/durasteel
default_material = "durasteel"
@@ -135,7 +135,7 @@
name = "dufflebag"
desc = "A large dufflebag for holding extra things."
icon_state = "duffle"
slowdown = 1
slowdown = 0.5
max_storage_space = INVENTORY_DUFFLEBAG_SPACE
/obj/item/weapon/storage/backpack/dufflebag/syndie
@@ -366,7 +366,7 @@
desc = "A bag for storing pills, patches, and bottles."
max_storage_space = 200
w_class = ITEMSIZE_LARGE
slowdown = 1
slowdown = 3
can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/glass/bottle)
// -----------------------------
@@ -98,7 +98,6 @@
icon_state = "hybscrewdriver"
item_state = "screwdriver_black"
origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3)
slowdown = 0.1
w_class = ITEMSIZE_NORMAL
usesound = 'sound/effects/uncloak.ogg'
toolspeed = 0.4
@@ -456,7 +456,6 @@
icon_state = "hybwelder"
max_fuel = 80 //more max fuel is better! Even if it doesn't actually use fuel.
eye_safety_modifier = -2 // Brighter than the sun. Literally, you can look at the sun with a welding mask of proper grade, this will burn through that.
slowdown = 0.1
toolspeed = 0.25
w_class = ITEMSIZE_NORMAL
flame_intensity = 5
@@ -78,7 +78,6 @@
desc = "This cuts wires. With <span class='alien'>Science!</span>"
icon_state = "hybcutters"
w_class = ITEMSIZE_NORMAL
slowdown = 0.1
origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_PHORON = 2)
attack_verb = list("pinched", "nipped", "warped", "blasted")
usesound = 'sound/effects/stealthoff.ogg'
@@ -34,7 +34,6 @@
force = 8
throwforce = 10
w_class = ITEMSIZE_NORMAL
slowdown = 0.1
origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_PHORON = 2)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked", "warped", "blasted")
usesound = 'sound/effects/stealthoff.ogg'