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[MIRROR] [READY] The Cyberbrawlening: Augment your Unarmed Strikes fo…
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…r Maximum Damage [MDB IGNORE] (Skyrat-SS13#25139)

* [READY] The Cyberbrawlening: Augment your Unarmed Strikes for Maximum Damage

* Update parts.dm

* Update parts.dm

* Update bodyparts.dm

* Update head.dm

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Co-authored-by: necromanceranne <[email protected]>
Co-authored-by: Bloop <[email protected]>
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3 people authored Nov 20, 2023
1 parent e0a8b10 commit 5da40bd
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Showing 12 changed files with 814 additions and 178 deletions.
34 changes: 27 additions & 7 deletions code/__DEFINES/bodyparts.dm
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///The standard amount of bodyparts a carbon has. Currently 6, HEAD/L_ARM/R_ARM/CHEST/L_LEG/R_LEG
#define BODYPARTS_DEFAULT_MAXIMUM 6

/// The max HP of surplus prosthetics.
#define PROSTHESIS_MAX_HP 20
/// Limb Health

/// The max damage a limb can take before it stops taking damage.
/// Used by the max_damage var.
#define LIMB_MAX_HP_PROSTHESIS 20 //Used by surplus prosthesis limbs.
#define LIMB_MAX_HP_DEFAULT 60 //Used by most all limbs by default. // SKYRAT EDIT CHANGE - ORIGINAL : #define LIMB_MAX_HP_DEFAULT 50
#define LIMB_MAX_HP_ADVANCED 75 //Used by advanced robotic limbs.
#define LIMB_MAX_HP_CORE 250 //Only use this for heads and torsos. // SKYRAT EDIT CHANGE - ORIGINAL : #define LIMB_MAX_HP_CORE 200

/// Xenomorph Limbs
#define LIMB_MAX_HP_ALIEN_LARVA 50 //Used by the weird larva chest and head. Did you know they have those?
#define LIMB_MAX_HP_ALIEN_LIMBS 100 //Used by xenomorph limbs.
#define LIMB_MAX_HP_ALIEN_CORE 500 //Used by xenomorph chests and heads

/// Limb Body Damage Coefficient
/// A mutiplication of the burn and brute damage that the limb's stored damage contributes to its attached mob's overall wellbeing.
/// For instance, if a limb has 50 damage, and has a coefficient of 50%, the human is considered to have suffered 25 damage to their total health.

#define LIMB_BODY_DAMAGE_COEFFICIENT_ADVANCED 0.5 //Used by advanced robotic limbs.
#define LIMB_BODY_DAMAGE_COEFFICIENT_DEFAULT 0.75 //Used by all limbs by default.
#define LIMB_BODY_DAMAGE_COEFFICIENT_TOTAL 1 //Used by heads and torsos
#define LIMB_BODY_DAMAGE_COEFFICIENT_PROSTHESIS 2.5 //Used by surplus prosthesis limbs

// EMP
// Note most of these values are doubled on heavy EMP
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/// The brute damage an augged limb takes from an EMP.
#define AUGGED_LIMB_EMP_BURN_DAMAGE 1.5

/// When hit by an EMP, the time an augged limb will be paralyzed for if its above the damage threshold.
/// When hit by an EMP, the time an augged limb will be paralyzed for if its above the damage threshold.
#define AUGGED_LIMB_EMP_PARALYZE_TIME 3 SECONDS

/// When hit by an EMP, the time an augged leg will be knocked down for.
/// When hit by an EMP, the time an augged leg will be knocked down for.
#define AUGGED_LEG_EMP_KNOCKDOWN_TIME 3 SECONDS
/// When hit by an EMP, the time a augged chest will cause a hardstun for if its above the damage threshold.
/// When hit by an EMP, the time a augged chest will cause a hardstun for if its above the damage threshold.
#define AUGGED_CHEST_EMP_STUN_TIME 3 SECONDS
/// When hit by an EMP, the time an augged chest will cause the mob to shake() for.
/// When hit by an EMP, the time an augged chest will cause the mob to shake() for.
#define AUGGED_CHEST_EMP_SHAKE_TIME 5 SECONDS
/// When hit by an EMP, the time an augged head will make vision fucky for.
/// When hit by an EMP, the time an augged head will make vision fucky for.
#define AUGGED_HEAD_EMP_GLITCH_DURATION 6 SECONDS
1 change: 1 addition & 0 deletions code/__DEFINES/research/research_categories.dm
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#define RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS "/Cybernetic Implanting Tools"
#define RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY "/Cybernetic Utility Implants"
#define RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_MISC "/Cybernetic Miscellaneous Implants"
#define RND_SUBCATEGORY_CYBERNETICS_ADVANCED_LIMBS "/Cybernetic Advanced Limbs"

// Limb Categories
#define RND_CATEGORY_LIMBS_DIGITIGRADE "digitigrade"
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2 changes: 1 addition & 1 deletion code/datums/quirks/negative_quirks/prosthetic_limb.dm
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Expand Up @@ -28,7 +28,7 @@
old_limb = human_holder.return_and_replace_bodypart(surplus, special = TRUE)

/datum/quirk/prosthetic_limb/post_add()
to_chat(quirk_holder, span_boldannounce("Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
to_chat(quirk_holder, span_boldannounce("Your [slot_string] has been replaced with a surplus prosthetic. It has almost no muscle force, and makes you unhealthier by just having it. Additionally, \
you need to use a welding tool and cables to repair it, instead of sutures and regenerative meshes."))

/datum/quirk/prosthetic_limb/remove()
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