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Re-balances acid damage #3749

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Jul 19, 2023
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1 change: 1 addition & 0 deletions code/__DEFINES/conflict.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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
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8 changes: 4 additions & 4 deletions code/modules/clothing/suits/marine_armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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_VERYLOW
armor_rad = CLOTHING_ARMOR_NONE
armor_internaldamage = CLOTHING_ARMOR_MEDIUM
storage_slots = 1
Expand Down Expand Up @@ -589,15 +589,15 @@ 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"
armor_variation = 6
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
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6 changes: 3 additions & 3 deletions code/modules/mob/living/carbon/xenomorph/damage_procs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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)
if(SEND_SIGNAL(src, COMSIG_XENO_DEAL_ACID_DAMAGE, victim, dmg) & 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.take_limb_damage(0, dmg["damage"]) //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)
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