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Merge pull request #5994 from PolarisSS13/revert-5975-promethean_retuning
Revert "Promethean tuning"
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@@ -58,16 +58,17 @@ var/datum/species/shapeshifter/promethean/prometheans
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cloning_modifier = /datum/modifier/cloning_sickness/promethean
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cold_level_1 = 280 //Default 260 - Lower is better
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cold_level_2 = 240 //Default 200
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cold_level_2 = 220 //Default 200
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cold_level_3 = 130 //Default 120
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heat_level_1 = 320 //Default 360
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heat_level_2 = 370 //Default 400
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heat_level_3 = 600 //Default 1000
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body_temperature = T20C // Room temperature
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body_temperature = 310.15
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rarity_value = 5
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siemens_coefficient = 0.4
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rarity_value = 5
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genders = list(MALE, FEMALE, NEUTER, PLURAL)
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@@ -149,13 +150,12 @@ var/datum/species/shapeshifter/promethean/prometheans
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H.gib()
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/datum/species/shapeshifter/promethean/handle_environment_special(var/mob/living/carbon/human/H)
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var/healing = TRUE // Switches to FALSE if the environment's bad
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var/regen_brute = 1
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var/regen_burn = 1
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var/regen_tox = 1
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var/regen_oxy = 1
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if(H.fire_stacks < 0) // If you're soaked, you're melting
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H.adjustToxLoss(2*heal_rate) // Doubled because 0.5 is miniscule, and fire_stacks are capped in both directions
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healing = FALSE
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var/turf/T = get_turf(H)
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var/turf/T = H.loc
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if(istype(T))
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var/obj/effect/decal/cleanable/C = locate() in T
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if(C && !(H.shoes || (H.wear_suit && (H.wear_suit.body_parts_covered & FEET))))
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@@ -165,53 +165,79 @@ var/datum/species/shapeshifter/promethean/prometheans
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S.dirt = 0
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H.nutrition = min(500, max(0, H.nutrition + rand(15, 30)))
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T = get_turf(H) // Swap over to an actual turf, because we need to get the pressure.
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if(istype(T)) // Make sure it exists, and is a turf again.
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var/datum/gas_mixture/environment = T.return_air()
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var/pressure = environment.return_pressure()
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var/affecting_pressure = H.calculate_affecting_pressure(pressure)
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if(affecting_pressure <= hazard_low_pressure) // If you're in a vacuum, you don't heal
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healing = FALSE
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if(H.bodytemperature > heat_level_1 || H.bodytemperature < cold_level_1) // If you're too hot or cold, you don't heal
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healing = FALSE
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if(H.nutrition < 50) // If you're starving, you don't heal
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healing = FALSE
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if(affecting_pressure <= hazard_low_pressure) // Dangerous low pressure stops the regeneration of physical wounds. Body is focusing on keeping them intact rather than sealing.
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regen_brute = 0
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regen_burn = 0
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// Heal remaining damage.
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if(healing)
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if(H.fire_stacks >= 0)
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if(H.getBruteLoss() || H.getFireLoss() || H.getOxyLoss() || H.getToxLoss())
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var/nutrition_cost = 0 // The total amount of nutrition drained every tick, when healing
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var/starve_mod = 1 // Lowers healing, increases agony
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if(H.nutrition <= 150) // This is when the icon goes red
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var/nutrition_cost = 0
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var/nutrition_debt = 0
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var/starve_mod = 1
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if(H.nutrition <= 25)
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starve_mod = 0.75
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heal_rate *= starve_mod
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if(H.getBruteLoss())
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H.adjustBruteLoss(-heal_rate)
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nutrition_cost += heal_rate
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if(H.getFireLoss())
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H.adjustFireLoss(-heal_rate)
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nutrition_cost += heal_rate
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if(H.getOxyLoss())
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H.adjustOxyLoss(-heal_rate)
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nutrition_cost += heal_rate
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if(H.getToxLoss())
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H.adjustToxLoss(-heal_rate)
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nutrition_cost += heal_rate
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if(regen_brute)
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nutrition_debt = H.getBruteLoss()
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H.adjustBruteLoss(-heal_rate * starve_mod)
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nutrition_cost += nutrition_debt - H.getBruteLoss()
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if(regen_burn)
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nutrition_debt = H.getFireLoss()
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H.adjustFireLoss(-heal_rate * starve_mod)
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nutrition_cost += nutrition_debt - H.getFireLoss()
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if(regen_oxy)
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nutrition_debt = H.getOxyLoss()
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H.adjustOxyLoss(-heal_rate * starve_mod)
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nutrition_cost += nutrition_debt - H.getOxyLoss()
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if(regen_tox)
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nutrition_debt = H.getToxLoss()
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H.adjustToxLoss(-heal_rate * starve_mod)
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nutrition_cost += nutrition_debt - H.getToxLoss()
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H.nutrition -= (3 * nutrition_cost) //Costs Nutrition when damage is being repaired, corresponding to the amount of damage being repaired.
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H.nutrition = max(0, H.nutrition) //Ensure it's not below 0.
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var/agony_to_apply = ((1 / starve_mod) * nutrition_cost) //Regenerating damage causes minor pain over time. Small injures will be no issue, large ones will cause problems.
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if((H.getHalLoss() + agony_to_apply) <= 70) // Don't permalock, but make it far easier to knock them down.
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H.apply_damage(agony_to_apply, HALLOSS)
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else
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H.adjustToxLoss(2*heal_rate) // Doubled because 0.5 is miniscule, and fire_stacks are capped in both directions
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/datum/species/shapeshifter/promethean/get_blood_colour(var/mob/living/carbon/human/H)
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return (H ? rgb(H.r_skin, H.g_skin, H.b_skin) : ..())
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/datum/species/shapeshifter/promethean/get_flesh_colour(var/mob/living/carbon/human/H)
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return (H ? rgb(H.r_skin, H.g_skin, H.b_skin) : ..())
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/datum/species/shapeshifter/promethean/get_additional_examine_text(var/mob/living/carbon/human/H)
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if(!stored_shock_by_ref["\ref[H]"])
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return
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var/t_she = "She is"
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if(H.identifying_gender == MALE)
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t_she = "He is"
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else if(H.identifying_gender == PLURAL)
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t_she = "They are"
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else if(H.identifying_gender == NEUTER)
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t_she = "It is"
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switch(stored_shock_by_ref["\ref[H]"])
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if(1 to 10)
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return "[t_she] flickering gently with a little electrical activity."
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if(11 to 20)
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return "[t_she] glowing gently with moderate levels of electrical activity.\n"
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if(21 to 35)
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return "<span class='warning'>[t_she] glowing brightly with high levels of electrical activity.</span>"
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if(35 to INFINITY)
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return "<span class='danger'>[t_she] radiating massive levels of electrical activity!</span>"
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