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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
46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
/obj/item/clothing/head/helmet/space/rig/merc
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light_overlay = "helmet_light_dual_green"
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camera_networks = list(NETWORK_MERCENARY)
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/obj/item/weapon/rig/merc
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name = "crimson hardsuit control module"
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desc = "A blood-red hardsuit featuring some fairly illegal technology."
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icon_state = "merc_rig"
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suit_type = "crimson hardsuit"
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armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
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slowdown = 0.5
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offline_slowdown = 1.5
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offline_vision_restriction = 1
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siemens_coefficient = 0.3
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glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva
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helm_type = /obj/item/clothing/head/helmet/space/rig/merc
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allowed = list(
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/obj/item/device/flashlight,
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/obj/item/weapon/tank,
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/obj/item/device/suit_cooling_unit,
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/obj/item/weapon/gun,
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/obj/item/ammo_magazine,
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/obj/item/ammo_casing,
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/obj/item/weapon/melee/baton,
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/obj/item/weapon/melee/energy/sword,
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/obj/item/weapon/handcuffs,
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/obj/item/weapon/storage
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)
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initial_modules = list(
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/obj/item/rig_module/mounted,
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/obj/item/rig_module/vision/thermal,
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/obj/item/rig_module/grenade_launcher,
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/obj/item/rig_module/ai_container,
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/obj/item/rig_module/power_sink,
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/obj/item/rig_module/electrowarfare_suite,
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/obj/item/rig_module/chem_dispenser/combat,
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/obj/item/rig_module/fabricator/energy_net
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)
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//Has most of the modules removed
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/obj/item/weapon/rig/merc/empty
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initial_modules = list(
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/obj/item/rig_module/ai_container,
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/obj/item/rig_module/electrowarfare_suite, //might as well
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) |