Rebalancing and adjusting divisors for all weapon damage values.

This commit is contained in:
Zuhayr
2015-05-17 16:51:55 +09:30
parent a540e97e1b
commit ed34aa2466
16 changed files with 98 additions and 151 deletions
+6 -8
View File
@@ -75,12 +75,12 @@ var/list/name_to_material
/material/proc/get_blunt_damage()
return weight //todo
/material/proc/get_edge_damage()
return hardness //todo
/material/proc/can_open_material_door(var/mob/living/user)
return 1
/material/proc/get_edge_damage()
return round(hardness/4) //todo
/material/proc/products_need_process()
return (radioactivity>0) //todo
@@ -213,7 +213,7 @@ var/list/name_to_material
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 15
hardness = 30
weight = 15
door_icon_base = "stone"
@@ -224,8 +224,6 @@ var/list/name_to_material
ignition_point = 300
integrity = 200 // idk why but phoron windows are strong, so.
icon_colour = "#FC2BC5"
hardness = 10
weight = 10
stack_origin_tech = "materials=3;phorontech=2"
/material/glass/phoron/reinforced
@@ -243,8 +241,8 @@ var/list/name_to_material
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 15
weight = 15
hardness = 40
weight = 30
stack_origin_tech = "materials=2"
composite_material = list() //todo