Removes now-unnecessary obj_integrity definitions
This commit is contained in:
@@ -3,7 +3,6 @@
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icon = 'icons/mob/blob.dmi'
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icon_state = "blank_blob"
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desc = "A huge, pulsating yellow mass."
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obj_integrity = 400
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max_integrity = 400
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 75, acid = 90)
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explosion_block = 6
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@@ -3,7 +3,6 @@
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_factory"
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desc = "A thick spire of tendrils."
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obj_integrity = 200
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max_integrity = 200
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health_regen = 1
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point_return = 25
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@@ -3,7 +3,6 @@
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icon = 'icons/mob/blob.dmi'
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icon_state = "blank_blob"
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desc = "A large, pulsating yellow mass."
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obj_integrity = 200
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max_integrity = 200
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 65, acid = 90)
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health_regen = 3
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@@ -3,7 +3,6 @@
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_resource"
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desc = "A thin spire of slightly swaying tendrils."
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obj_integrity = 60
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max_integrity = 60
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point_return = 15
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var/resource_delay = 0
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@@ -3,7 +3,6 @@
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_shield"
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desc = "A solid wall of slightly twitching tendrils."
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obj_integrity = 150
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max_integrity = 150
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brute_resist = 0.25
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explosion_block = 3
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@@ -9,7 +9,6 @@
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anchored = 1
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layer = BELOW_MOB_LAYER
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var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
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obj_integrity = 30
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max_integrity = 30
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 70)
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var/health_regen = 2 //how much health this blob regens when pulsed
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@@ -326,7 +325,7 @@
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name = "normal blob"
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icon_state = "blob"
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light_range = 0
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obj_integrity = 21
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obj_integrity = 21 //doesn't start at full health
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max_integrity = 25
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health_regen = 1
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brute_resist = 0.25
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@@ -3,7 +3,6 @@
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name = "ark of the Clockwork Justicar"
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desc = "A massive, thrumming rip in spacetime."
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clockwork_desc = "A portal to the Celestial Derelict. Massive and intimidating, it is the only thing that can both transport Ratvar and withstand the massive amount of energy he emits."
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obj_integrity = 500
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max_integrity = 500
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mouse_opacity = 2
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icon = 'icons/effects/clockwork_effects.dmi'
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@@ -9,7 +9,6 @@
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unanchored_icon = "obelisk_unwrenched"
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construction_value = 20
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max_integrity = 150
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obj_integrity = 150
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break_message = "<span class='warning'>The obelisk falls to the ground, undamaged!</span>"
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debris = list(/obj/item/clockwork/alloy_shards/small = 4, \
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/obj/item/clockwork/alloy_shards/medium = 2, \
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@@ -4,7 +4,6 @@
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desc = "A flickering, glowing purple ring around a target."
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clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted."
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max_integrity = 25
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obj_integrity = 25
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light_range = 2
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light_power = 0.5
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light_color = "#AF0AAF"
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@@ -10,7 +10,6 @@
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construction_value = 20
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break_message = "<span class='warning'>The antenna break off, leaving a pile of shards!</span>"
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max_integrity = 100
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obj_integrity = 100
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light_color = "#AF0AAF"
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debris = list(/obj/item/clockwork/alloy_shards/large = 2, \
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/obj/item/clockwork/alloy_shards/small = 2, \
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@@ -5,7 +5,6 @@
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clockwork_desc = "A fragile turret which will automatically attack nearby unrestrained non-Servants that can see it."
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icon_state = "ocular_warden"
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unanchored_icon = "ocular_warden_unwrenched"
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obj_integrity = 25
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max_integrity = 25
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construction_value = 15
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layer = WALL_OBJ_LAYER
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@@ -9,7 +9,6 @@
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unanchored_icon = "prolonging_prism_unwrenched"
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construction_value = 20
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max_integrity = 125
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obj_integrity = 125
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break_message = "<span class='warning'>The prism falls to the ground with a heavy thud!</span>"
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debris = list(/obj/item/clockwork/alloy_shards/small = 3, \
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/obj/item/clockwork/alloy_shards/medium = 1, \
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@@ -5,7 +5,6 @@
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clockwork_desc = "A cloud of purple smoke that confuses and knocks down non-Servants that enter it."
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gender = PLURAL
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max_integrity = 5
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obj_integrity = 5
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density = 1
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color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
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icon = 'icons/effects/effects.dmi'
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@@ -9,7 +9,6 @@
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construction_value = 10
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break_message = "<span class='warning'>The cache's fire winks out before it falls in on itself!</span>"
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max_integrity = 80
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obj_integrity = 80
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light_color = "#C2852F"
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var/wall_generation_cooldown
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var/turf/closed/wall/clockwork/linkedwall //if we've got a linked wall and are producing
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@@ -8,7 +8,6 @@
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inactive_icon = "tinkerers_daemon"
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unanchored_icon = "tinkerers_daemon_unwrenched"
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max_integrity = 100
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obj_integrity = 100
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construction_value = 20
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break_message = "<span class='warning'>The daemon shatters into millions of pieces, leaving only a disc of metal!</span>"
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debris = list(/obj/item/clockwork/alloy_shards/medium = 1, \
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@@ -5,7 +5,6 @@
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unanchored_icon = "wall_gear"
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climbable = TRUE
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max_integrity = 100
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obj_integrity = 100
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layer = BELOW_OBJ_LAYER
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construction_value = 3
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desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."
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@@ -11,7 +11,6 @@
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anchored = 1
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layer = HIGH_OBJ_LAYER
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max_integrity = 300
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obj_integrity = 300
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integrity_failure = 100
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armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 70)
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var/datum/gang/gang
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@@ -527,7 +527,6 @@
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layer = MOB_LAYER
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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light_color = LIGHT_COLOR_CYAN
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obj_integrity = 30
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max_integrity = 30
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anchored = TRUE
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var/lon_range = 1
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@@ -550,7 +549,6 @@
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name = "swarmer trap"
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desc = "A quickly assembled trap that electrifies living beings and overwhelms machine sensors. Will not retain its form if damaged enough."
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icon_state = "trap"
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obj_integrity = 10
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max_integrity = 10
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density = 0
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@@ -594,7 +592,6 @@
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desc = "A quickly assembled energy blockade. Will not retain its form if damaged enough, but disabler beams and swarmers pass right through."
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icon_state = "barricade"
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light_range = 1
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obj_integrity = 50
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max_integrity = 50
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/obj/structure/swarmer/blockade/CanPass(atom/movable/O)
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@@ -495,7 +495,6 @@ This is here to make the tiles around the station mininuke change when it's arme
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desc = "Better keep this safe."
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icon_state = "nucleardisk"
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persistence_replacement = /obj/item/weapon/disk/fakenucleardisk
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obj_integrity = 250
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max_integrity = 250
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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@@ -455,7 +455,6 @@
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var/obj/item/link = null
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var/cooldown_time = 30 //3s
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var/cooldown = 0
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obj_integrity = 10
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max_integrity = 10
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resistance_flags = FLAMMABLE
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