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Tweaks rig emp effect, breach_threshold
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@@ -720,7 +720,7 @@
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else
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//Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average.
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//that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules
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chance = max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
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chance = 2*max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
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if(!prob(chance))
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return
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@@ -39,9 +39,9 @@
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flags_inv = HIDEJUMPSUIT|HIDETAIL
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flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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slowdown = 0
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//will reach 10 breach damage after 18 laser carbine blasts, or 7 revolver hits. Completely immune to smg hits.
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breach_threshold = 28
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resilience = 0.05
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//will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits.
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breach_threshold = 38
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resilience = 0.2
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can_breach = 1
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sprite_sheets = list("Tajara" = 'icons/mob/species/tajaran/suit.dmi',"Unathi" = 'icons/mob/species/unathi/suit.dmi')
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supporting_limbs = list()
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@@ -20,7 +20,6 @@
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/obj/item/clothing/suit/space/rig/light
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name = "suit"
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breach_threshold = 18 //comparable to voidsuits
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resilience = 0.2
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/obj/item/clothing/gloves/rig/light
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name = "gloves"
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@@ -82,8 +81,7 @@
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..()
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/obj/item/clothing/suit/space/rig/light/ninja
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breach_threshold = 28 //comparable to regular hardsuits
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resilience = 0.05
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breach_threshold = 38 //comparable to regular hardsuits
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/obj/item/weapon/rig/light/stealth
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name = "stealth suit control module"
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