This is to make it more visible whenever a mob actually reloads. Currently, a slight second of a break doesn't look like much on the opposing end.
The noise has been increased to 70 to make more likely someone actually hears it in the chaos.
- Added a few comments there and there.
- Deleted some code that wasn't used for basically 9 years in some cases.
- Deleted some of my own code that wasn't supposed to be here.
- Made it so you can only suffer internal damage below 33% or 1 third of your total health.
- Increased the chance for internal damage from 20 to 25% when it does trigger.
- Added RNG to make sure some events didn't result in frequent internal damage.
- Added a variable threshold for internal damage. Currently 15 damage.
- Lowered minimum penetration values from 20 to 15.
This commit makes mechs more tanky when they are at above a decent level of health, but more vulnerable below it.
Added better instructions in the form of comments at the bottom of the file, for those who read it in the future. Changed the - in splittext to | because many borg playeres use - in their names.
Upstream port of https://github.com/VOREStation/VOREStation/pull/8404
Fixes create_NanoUI_values() crashing before it returns the data, thus crashing everything else, because reagents was `null`, as a result of Aro's redoing of the janitor carts to not have a bucket by default.
* Indent some comments for ease of read
* Edit the armor values to be more readable, also add radiactive and bio checks.
* Add damage threshold and penetration thresholds.
If you do not enough damage, it will simply bounce off consistently. Something that does 1 damage to a person would be so ridiculously nothing to a mech that it shouldn't achieve anything.
- If you throw a pebble at a mech, it will probably do nothing unless decently good as a weapon.
Additionally, your armor reduces the effectiveness of most attacks without a minimum of armor piercing.
- A flat hit with an hammer might be damaging to a squishy human, but it would probably not be all that effective against armored outerskin. The damage will be reduced to 2/3 or x0.66 to remark on this.
* Add a couple example values to the ripley and durand.
* Move the value by which failed penetrations damage is reduced to. God this is a mouthful to say out loud.
* Change the damage message from 'no denting' to 'bounces off'
* Fix an indentation error
* Small variable tweak.
* Add some work for random mechs
- Add a few variants of worn down, slightly busted mechs, this is specifically intended for mech bay later on.
- Add a random spawner with pretty much every mecho inside of it.
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* Several mecho things:
- Add a comment to mecha.dm
- Add a forgotten comma
- Delete the vague attempt at a marauder cleared thing.
- Correctly change max health on the gygax
* Make it so the Marauder/old doesn't spawn with stuff
* Add a weaker list of mechs without phazon & marauder
* veymed voidsuits upgrade
* unathi streamlined suit polish
* link to #7301
removes the specific checks from SSU.dm and adds no_cycle
* teshari subtype
* Fixes prommies passively chonking it up
Fixes prommies passively gaining nutrition on every tick to reach the maxcap within minutes by just standing around regardless if they're even standing on dirt or even standing on a turf at all.
* Update prometheans.dm
* Update prometheans.dm
* Fix a typo in a verb.
* Add straffing to mechs. This took my entire morning goddamnit.
You now have a straffing verb. Very convenient to shoot while firing back.
Thanks to @drexample even if i didn't use all that much of the original code i stole.
* Change straffing to strafing.
* Correct an oversight.
* Add a variable that determines whether or not you are in a mech or fighter at the moment.
* Rework a lot of mech code backend and add clickable buttons.
- Gygax overload, Durand defence mode, phazon phase, marauder smoke, zoom and thrusters have been made into modular things. Just put the 'smoke_possible' var to get those actions.
- Move most abilities that aren't for default mechs to 'Mecha_actions.dm' for less huge of a file. Marauder abilities to be moved shortly.
- Lot of verbs have been broken into procs such as toggle_lights() now being a verb refering to a lights() proc for easier work later on.
- Delete some movement code duplications.
- Changed the smoke system to be more up to date, inspiration taken from the cooking machines.
* Space out some things for ease for reading.
* Improve the damage readout for mechs on examine
* Improve speed boost code to an easier to modify version.
* Deleting a couple few forgotten debug messages.