From 6a39571d03e93432faf18de8b24c7365f42bc75c Mon Sep 17 00:00:00 2001 From: diegoflores31 Date: Tue, 27 Jun 2023 18:11:43 -0500 Subject: [PATCH 1/6] scalding acid --- code/modules/clothing/suits/marine_armor.dm | 8 ++++---- code/modules/mob/living/carbon/xenomorph/damage_procs.dm | 4 ++-- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/code/modules/clothing/suits/marine_armor.dm b/code/modules/clothing/suits/marine_armor.dm index ab62ea782a09..e3da9e2f0d33 100644 --- a/code/modules/clothing/suits/marine_armor.dm +++ b/code/modules/clothing/suits/marine_armor.dm @@ -510,7 +510,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 armor_melee = CLOTHING_ARMOR_MEDIUMLOW armor_bullet = CLOTHING_ARMOR_MEDIUMLOW armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + armor_bio = CLOTHING_ARMOR_MEDIUMLOW armor_rad = CLOTHING_ARMOR_MEDIUMHIGH armor_internaldamage = CLOTHING_ARMOR_LOW storage_slots = 2 @@ -549,7 +549,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 armor_bullet = CLOTHING_ARMOR_HIGH armor_energy = CLOTHING_ARMOR_LOW armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_NONE + armor_bio = CLOTHING_ARMOR_LOW armor_rad = CLOTHING_ARMOR_NONE armor_internaldamage = CLOTHING_ARMOR_MEDIUM storage_slots = 1 @@ -589,7 +589,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 /obj/item/clothing/suit/storage/marine/heavy name = "\improper M3-EOD pattern heavy armor" - desc = "A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats." + desc = "A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and biological threats." desc_lore = "This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time." specialty = "\improper M3-EOD pattern" icon_state = "H1" @@ -597,7 +597,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 armor_melee = CLOTHING_ARMOR_MEDIUMHIGH armor_bullet = CLOTHING_ARMOR_HIGHPLUS armor_bomb = CLOTHING_ARMOR_HIGHPLUS - armor_bio = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH armor_rad = CLOTHING_ARMOR_MEDIUM armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH storage_slots = 2 diff --git a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm index f3443535a5f2..5686464de483 100644 --- a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm +++ b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm @@ -264,7 +264,7 @@ splash_chance -= victim.species.acid_blood_dodge_chance if(splash_chance > 0 && prob(splash_chance)) //Success! - var/dmg = list("damage" = acid_blood_damage) + var/dmg = list("damage" = acid_blood_damage + (tier * 5)) if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, dmg) & COMPONENT_BLOCK_DAMAGE) continue i++ @@ -272,7 +272,7 @@ SPAN_DANGER("You are splattered with sizzling blood! IT BURNS!")) if(prob(60) && !victim.stat && victim.pain.feels_pain) INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream") //Topkek - victim.take_limb_damage(0, dmg["damage"]) //Sizzledam! This automagically burns a random existing body part. + victim.apply_armoured_damage("damage", ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. victim.add_blood(get_blood_color(), BLOOD_BODY) acid_splash_last = world.time handle_blood_splatter(get_dir(src, victim), 1 SECONDS) From da878949a7ea75ac148af1e52579083361230542 Mon Sep 17 00:00:00 2001 From: diegoflores31 Date: Tue, 27 Jun 2023 18:28:44 -0500 Subject: [PATCH 2/6] fix --- code/modules/mob/living/carbon/xenomorph/damage_procs.dm | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm index 5686464de483..df0c2739edc7 100644 --- a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm +++ b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm @@ -264,15 +264,15 @@ splash_chance -= victim.species.acid_blood_dodge_chance if(splash_chance > 0 && prob(splash_chance)) //Success! - var/dmg = list("damage" = acid_blood_damage + (tier * 5)) - if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, dmg) & COMPONENT_BLOCK_DAMAGE) + var/damage = max(0, acid_blood_damage + (tier * 5)) + if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, damage) & COMPONENT_BLOCK_DAMAGE) continue i++ victim.visible_message(SPAN_DANGER("\The [victim] is scalded with hissing green blood!"), \ SPAN_DANGER("You are splattered with sizzling blood! IT BURNS!")) if(prob(60) && !victim.stat && victim.pain.feels_pain) INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream") //Topkek - victim.apply_armoured_damage("damage", ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. + victim.apply_armoured_damage(damage, ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. victim.add_blood(get_blood_color(), BLOOD_BODY) acid_splash_last = world.time handle_blood_splatter(get_dir(src, victim), 1 SECONDS) From d3bb20617de309b7d1a4972a4f26db1e4a5fdd68 Mon Sep 17 00:00:00 2001 From: diegoflores31 Date: Tue, 27 Jun 2023 18:30:34 -0500 Subject: [PATCH 3/6] upsie :3 --- code/modules/mob/living/carbon/xenomorph/damage_procs.dm | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm index df0c2739edc7..b731738e2eba 100644 --- a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm +++ b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm @@ -264,15 +264,15 @@ splash_chance -= victim.species.acid_blood_dodge_chance if(splash_chance > 0 && prob(splash_chance)) //Success! - var/damage = max(0, acid_blood_damage + (tier * 5)) - if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, damage) & COMPONENT_BLOCK_DAMAGE) + var/acid_damage = max(0, acid_blood_damage + (tier * 5)) + if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, acid_damage) & COMPONENT_BLOCK_DAMAGE) continue i++ victim.visible_message(SPAN_DANGER("\The [victim] is scalded with hissing green blood!"), \ SPAN_DANGER("You are splattered with sizzling blood! IT BURNS!")) if(prob(60) && !victim.stat && victim.pain.feels_pain) INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream") //Topkek - victim.apply_armoured_damage(damage, ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. + victim.apply_armoured_damage(acid_damage, ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. victim.add_blood(get_blood_color(), BLOOD_BODY) acid_splash_last = world.time handle_blood_splatter(get_dir(src, victim), 1 SECONDS) From 65d124ec26e93750bf796ebde5b7d9e992e9260e Mon Sep 17 00:00:00 2001 From: diegoflores31 Date: Wed, 28 Jun 2023 17:43:25 -0500 Subject: [PATCH 4/6] meow --- code/__DEFINES/conflict.dm | 1 + code/modules/clothing/suits/marine_armor.dm | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/code/__DEFINES/conflict.dm b/code/__DEFINES/conflict.dm index 09be4793c552..87d437fe1649 100644 --- a/code/__DEFINES/conflict.dm +++ b/code/__DEFINES/conflict.dm @@ -200,6 +200,7 @@ // human armor #define CLOTHING_ARMOR_NONE 0 +#define CLOTHING_ARMOR_VERYLOW 5 #define CLOTHING_ARMOR_LOW 10 #define CLOTHING_ARMOR_MEDIUMLOW 15 #define CLOTHING_ARMOR_MEDIUM 20 diff --git a/code/modules/clothing/suits/marine_armor.dm b/code/modules/clothing/suits/marine_armor.dm index e3da9e2f0d33..982d07ad2aeb 100644 --- a/code/modules/clothing/suits/marine_armor.dm +++ b/code/modules/clothing/suits/marine_armor.dm @@ -549,7 +549,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 armor_bullet = CLOTHING_ARMOR_HIGH armor_energy = CLOTHING_ARMOR_LOW armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_LOW + armor_bio = CLOTHING_ARMOR_VERYLOW armor_rad = CLOTHING_ARMOR_NONE armor_internaldamage = CLOTHING_ARMOR_MEDIUM storage_slots = 1 From 5c7125d9cf70730ba7f5df683957ed79f7548489 Mon Sep 17 00:00:00 2001 From: diegoflores31 Date: Thu, 13 Jul 2023 16:18:17 -0500 Subject: [PATCH 5/6] mowwow --- code/modules/mob/living/carbon/xenomorph/Xenomorph.dm | 2 +- code/modules/mob/living/carbon/xenomorph/damage_procs.dm | 3 +-- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm b/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm index f1d03d6507b1..83bebd0107f2 100644 --- a/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm +++ b/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm @@ -243,7 +243,7 @@ var/list/tackle_counter var/evolving = FALSE // Whether the xeno is in the process of evolving /// The damage dealt by a xeno whenever they take damage near someone - var/acid_blood_damage = 20 + var/acid_blood_damage = 25 var/nocrit = FALSE var/deselect_timer = 0 // Much like Carbon.last_special is a short tick record to prevent accidental deselects of abilities var/got_evolution_message = FALSE diff --git a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm index b731738e2eba..879c35b32040 100644 --- a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm +++ b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm @@ -264,8 +264,7 @@ splash_chance -= victim.species.acid_blood_dodge_chance if(splash_chance > 0 && prob(splash_chance)) //Success! - var/acid_damage = max(0, acid_blood_damage + (tier * 5)) - if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, acid_damage) & COMPONENT_BLOCK_DAMAGE) + if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, acid_blood_damage) & COMPONENT_BLOCK_DAMAGE) continue i++ victim.visible_message(SPAN_DANGER("\The [victim] is scalded with hissing green blood!"), \ From 19f32dfa4ec982afdc759efbb5e695dcde2a69b3 Mon Sep 17 00:00:00 2001 From: diegoflores31 Date: Fri, 14 Jul 2023 06:52:24 -0500 Subject: [PATCH 6/6] a --- code/modules/mob/living/carbon/xenomorph/damage_procs.dm | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm index 879c35b32040..c26e38202200 100644 --- a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm +++ b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm @@ -264,14 +264,15 @@ splash_chance -= victim.species.acid_blood_dodge_chance if(splash_chance > 0 && prob(splash_chance)) //Success! - if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, acid_blood_damage) & COMPONENT_BLOCK_DAMAGE) + var/dmg = list("damage" = acid_blood_damage) + if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, dmg) & COMPONENT_BLOCK_DAMAGE) continue i++ victim.visible_message(SPAN_DANGER("\The [victim] is scalded with hissing green blood!"), \ SPAN_DANGER("You are splattered with sizzling blood! IT BURNS!")) if(prob(60) && !victim.stat && victim.pain.feels_pain) INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream") //Topkek - victim.apply_armoured_damage(acid_damage, ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. + victim.apply_armoured_damage(dmg["damage"], ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. victim.add_blood(get_blood_color(), BLOOD_BODY) acid_splash_last = world.time handle_blood_splatter(get_dir(src, victim), 1 SECONDS)