Would you like some defines in these trying times?
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "fuckyou"
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max_integrity = 300
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
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armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
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density = TRUE
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anchored = FALSE
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COOLDOWN_DECLARE(cooldown_vehicle_move)
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@@ -3,7 +3,7 @@
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desc = "How someone could even fit in there is byond me."
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icon_state = "clowncar"
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max_integrity = 150
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armor = list("melee" = 70, "bullet" = 40, "laser" = 40, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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armor = list(MELEE = 70, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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enter_delay = 20
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max_occupants = 50
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movedelay = 0.6
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@@ -3,7 +3,7 @@
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name = "\improper Tank"
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icon = 'icons/mecha/mecha_96x96.dmi'
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icon_state = "five_stars"
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armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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armor = list(MELEE = 100, BULLET = 50, LASER = 35, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
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step_in = 4
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dir_in = 1 //Facing North.
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max_integrity = 800
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@@ -4,7 +4,7 @@
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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 = 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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force = 50 //SMASHY SMASHY!!
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movedelay = 3
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internal_damage_threshold = 0
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@@ -39,7 +39,7 @@
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else
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return 0
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mecha_attacker.visible_message("<span class='danger'>[mecha_attacker.name] hits [src]!</span>", "<span class='danger'>You hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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return take_damage(mecha_attacker.force * 3, mech_damtype, "melee", play_soundeffect, get_dir(src, mecha_attacker)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
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return take_damage(mecha_attacker.force * 3, mech_damtype, MELEE, play_soundeffect, get_dir(src, mecha_attacker)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
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/obj/structure/window/mech_melee_attack(obj/vehicle/sealed/mecha/mecha_attacker)
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if(!can_be_reached())
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@@ -5,7 +5,7 @@
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icon_state = "wheelchair"
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layer = OBJ_LAYER
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max_integrity = 100
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armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 30) //Wheelchairs aren't super tough yo
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armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo
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legs_required = 0 //You'll probably be using this if you don't have legs
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canmove = TRUE
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density = FALSE //Thought I couldn't fix this one easily, phew
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