mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
misc balance changes
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@@ -8,7 +8,7 @@
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resistance_flags = FIRE_PROOF | ACID_PROOF
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flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDESNOUT
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mutantrace_variation = STYLE_MUZZLE
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armor = list(MELEE = 50, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
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armor = list(MELEE = 50, BULLET = 70, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
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/obj/item/clothing/head/helmet/clockwork/Initialize(mapload)
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. = ..()
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@@ -26,12 +26,12 @@
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else if(GLOB.ratvar_approaches)
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armor = getArmor(melee = 70, bullet = 80, laser = 10, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100,, magic = 70, wound = 75)
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armor = getArmor(melee = 70, bullet = 80, laser = 65, energy = 65, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100,, magic = 70, wound = 75)
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clothing_flags |= STOPSPRESSUREDAMAGE
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else
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armor = getArmor(melee = 60, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
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armor = getArmor(melee = 60, bullet = 70, laser = 50, energy = 50, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
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clothing_flags &= ~STOPSPRESSUREDAMAGE
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max_heat_protection_temperature = initial(max_heat_protection_temperature)
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min_cold_protection_temperature = initial(min_cold_protection_temperature)
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@@ -68,7 +68,7 @@
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cold_protection = CHEST|GROIN|LEGS
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heat_protection = CHEST|GROIN|LEGS
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list(MELEE = 60, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
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armor = list(MELEE = 60, BULLET = 70, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
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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)
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mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC
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@@ -88,12 +88,12 @@
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else if(GLOB.ratvar_approaches)
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armor = getArmor(melee = 70, bullet = 80, laser = 10, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 75)
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armor = getArmor(melee = 70, bullet = 80, laser = 65, energy = 65, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 75)
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clothing_flags |= STOPSPRESSUREDAMAGE
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else
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armor = getArmor(melee = 60, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
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armor = getArmor(melee = 60, bullet = 70, laser = 50, energy = 50, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 60, wound = 65)
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clothing_flags &= ~STOPSPRESSUREDAMAGE
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max_heat_protection_temperature = initial(max_heat_protection_temperature)
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min_cold_protection_temperature = initial(min_cold_protection_temperature)
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@@ -135,7 +135,7 @@
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list(MELEE = 80, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 70, WOUND = 85)
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armor = list(MELEE = 80, BULLET = 70, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 70, WOUND = 85)
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/obj/item/clothing/gloves/clockwork/Initialize(mapload)
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. = ..()
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@@ -153,7 +153,7 @@
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else
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armor = getArmor(melee = 80, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 85)
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armor = getArmor(melee = 80, bullet = 70, laser = 50, energy = 50, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100, magic = 70, wound = 85)
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clothing_flags &= ~STOPSPRESSUREDAMAGE
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max_heat_protection_temperature = initial(max_heat_protection_temperature)
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min_cold_protection_temperature = initial(min_cold_protection_temperature)
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@@ -70,7 +70,7 @@
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/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
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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, \
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/datum/clockwork_scripture/create_object/ocular_warden, /datum/clockwork_scripture/create_object/clockwork_obelisk, /datum/clockwork_scripture/create_object/mania_motor)
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/datum/clockwork_scripture/create_object/ocular_warden, /datum/clockwork_scripture/create_object/clockwork_obelisk/cyborg, /datum/clockwork_scripture/create_object/mania_motor/cyborg)
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/obj/item/clockwork/slab/cyborg/medical //six scriptures, plus a spear
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quickbound = list(/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/ranged_ability/sentinels_compromise, \
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@@ -90,7 +90,7 @@
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*/
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/obj/item/clockwork/slab/cyborg/service //six scriptures, plus xray vision
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quickbound = list(/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/create_object/replicant,/datum/clockwork_scripture/create_object/stargazer, \
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/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/create_object/clockwork_obelisk)
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/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/create_object/clockwork_obelisk/cyborg)
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/obj/item/clockwork/slab/cyborg/miner //three scriptures, plus a spear and xray vision
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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)
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@@ -216,7 +216,7 @@
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in you cannot leave and when it is destroyed it will explode catastrophically, with everyone inside."
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invocations = list("By the strength of the alloy...!!", "...call forth the Arbiter!!")
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channel_time = 200 // This is a strong fucking weapon, 20 seconds channel time is getting off light I tell ya.
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power_cost = 75000 //75 KW
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power_cost = 40000 //40 KW. Why the hell did I think making this cost 5k more than the ARK was a good idea-KeRSe
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usage_tip = "Neovgre is a powerful mech that will crush your enemies!"
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invokers_required = 5
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multiple_invokers_used = TRUE
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@@ -44,3 +44,13 @@
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<b>Left-click a target to place a Judicial Marker!\n\
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Click your slab to cancel.</b></span>"
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timeout_time = 50
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//These are exactly the same as the default scriptures, but cyborgs don't need a second person to create them
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/datum/clockwork_scripture/create_object/mania_motor/cyborg
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invokers_required = 1
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multiple_invokers_used = FALSE
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/datum/clockwork_scripture/create_object/clockwork_obelisk/cyborg
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invokers_required = 1
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multiple_invokers_used = FALSE
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@@ -4,10 +4,10 @@
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icon = 'icons/mecha/neovgre.dmi'
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icon_state = "neovgre"
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max_integrity = 500 //This is THE ratvarian superweaon, its deployment is an investment
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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!!
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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!!
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force = 50 //SMASHY SMASHY!!
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movedelay = 3
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internal_damage_threshold = 0
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movedelay = 4
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internal_damage_threshold = 500
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pixel_x = -16
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layer = ABOVE_MOB_LAYER
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var/breach_time = 100 //ten seconds till all goes to shit
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