misc balance changes

This commit is contained in:
Dan-Neposh
2022-10-06 00:22:51 -04:00
parent 3f04b95ba9
commit a447d337a8
5 changed files with 24 additions and 14 deletions

View File

@@ -8,7 +8,7 @@
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDESNOUT
mutantrace_variation = STYLE_MUZZLE
armor = list(MELEE = 50, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
armor = list(MELEE = 50, BULLET = 70, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
/obj/item/clothing/head/helmet/clockwork/Initialize(mapload)
. = ..()
@@ -26,12 +26,12 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else if(GLOB.ratvar_approaches)
armor = getArmor(melee = 70, bullet = 80, laser = 10, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100,, magic = 70, wound = 75)
armor = getArmor(melee = 70, bullet = 80, laser = 65, energy = 65, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100,, magic = 70, wound = 75)
clothing_flags |= STOPSPRESSUREDAMAGE
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else
armor = getArmor(melee = 60, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
armor = getArmor(melee = 60, bullet = 70, laser = 50, energy = 50, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
clothing_flags &= ~STOPSPRESSUREDAMAGE
max_heat_protection_temperature = initial(max_heat_protection_temperature)
min_cold_protection_temperature = initial(min_cold_protection_temperature)
@@ -68,7 +68,7 @@
cold_protection = CHEST|GROIN|LEGS
heat_protection = CHEST|GROIN|LEGS
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list(MELEE = 60, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
armor = list(MELEE = 60, BULLET = 70, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/mmi/posibrain/soul_vessel, /obj/item/reagent_containers/food/drinks/bottle/holyoil)
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC
@@ -88,12 +88,12 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else if(GLOB.ratvar_approaches)
armor = getArmor(melee = 70, bullet = 80, laser = 10, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 75)
armor = getArmor(melee = 70, bullet = 80, laser = 65, energy = 65, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 75)
clothing_flags |= STOPSPRESSUREDAMAGE
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else
armor = getArmor(melee = 60, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
armor = getArmor(melee = 60, bullet = 70, laser = 50, energy = 50, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
clothing_flags &= ~STOPSPRESSUREDAMAGE
max_heat_protection_temperature = initial(max_heat_protection_temperature)
min_cold_protection_temperature = initial(min_cold_protection_temperature)
@@ -135,7 +135,7 @@
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list(MELEE = 80, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 70, WOUND = 85)
armor = list(MELEE = 80, BULLET = 70, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 70, WOUND = 85)
/obj/item/clothing/gloves/clockwork/Initialize(mapload)
. = ..()
@@ -153,7 +153,7 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else
armor = getArmor(melee = 80, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 85)
armor = getArmor(melee = 80, bullet = 70, laser = 50, energy = 50, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 85)
clothing_flags &= ~STOPSPRESSUREDAMAGE
max_heat_protection_temperature = initial(max_heat_protection_temperature)
min_cold_protection_temperature = initial(min_cold_protection_temperature)

View File

@@ -70,7 +70,7 @@
/obj/item/clockwork/slab/cyborg/engineer //six scriptures, plus a fabricator. Might revert this if its too OP, I just thought that engineering borgs should get the all the structures
quickbound = list(/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transmission, /datum/clockwork_scripture/create_object/stargazer, \
/datum/clockwork_scripture/create_object/ocular_warden, /datum/clockwork_scripture/create_object/clockwork_obelisk, /datum/clockwork_scripture/create_object/mania_motor)
/datum/clockwork_scripture/create_object/ocular_warden, /datum/clockwork_scripture/create_object/clockwork_obelisk/cyborg, /datum/clockwork_scripture/create_object/mania_motor/cyborg)
/obj/item/clockwork/slab/cyborg/medical //six scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/ranged_ability/sentinels_compromise, \
@@ -90,7 +90,7 @@
*/
/obj/item/clockwork/slab/cyborg/service //six scriptures, plus xray vision
quickbound = list(/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/create_object/replicant,/datum/clockwork_scripture/create_object/stargazer, \
/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/create_object/clockwork_obelisk)
/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/create_object/clockwork_obelisk/cyborg)
/obj/item/clockwork/slab/cyborg/miner //three scriptures, plus a spear and xray vision
quickbound = list(/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/channeled/volt_blaster)

View File

@@ -216,7 +216,7 @@
in you cannot leave and when it is destroyed it will explode catastrophically, with everyone inside."
invocations = list("By the strength of the alloy...!!", "...call forth the Arbiter!!")
channel_time = 200 // This is a strong fucking weapon, 20 seconds channel time is getting off light I tell ya.
power_cost = 75000 //75 KW
power_cost = 40000 //40 KW. Why the hell did I think making this cost 5k more than the ARK was a good idea-KeRSe
usage_tip = "Neovgre is a powerful mech that will crush your enemies!"
invokers_required = 5
multiple_invokers_used = TRUE

View File

@@ -44,3 +44,13 @@
<b>Left-click a target to place a Judicial Marker!\n\
Click your slab to cancel.</b></span>"
timeout_time = 50
//These are exactly the same as the default scriptures, but cyborgs don't need a second person to create them
/datum/clockwork_scripture/create_object/mania_motor/cyborg
invokers_required = 1
multiple_invokers_used = FALSE
/datum/clockwork_scripture/create_object/clockwork_obelisk/cyborg
invokers_required = 1
multiple_invokers_used = FALSE

View File

@@ -4,10 +4,10 @@
icon = 'icons/mecha/neovgre.dmi'
icon_state = "neovgre"
max_integrity = 500 //This is THE ratvarian superweaon, its deployment is an investment
armor = list(MELEE = 50, BULLET = 40, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) //Its similar to the clockwork armour albeit with a few buffs becuase RATVARIAN SUPERWEAPON!!
armor = list(MELEE = 60, BULLET = 70, LASER = 65, ENERGY = 65, BOMB = 60, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) //Its similar to the clockwork armour albeit with a few buffs becuase RATVARIAN SUPERWEAPON!!
force = 50 //SMASHY SMASHY!!
movedelay = 3
internal_damage_threshold = 0
movedelay = 4
internal_damage_threshold = 500
pixel_x = -16
layer = ABOVE_MOB_LAYER
var/breach_time = 100 //ten seconds till all goes to shit