From a94c6e140b267b7c73922cff83864c525a236fbe Mon Sep 17 00:00:00 2001 From: GriffinMan Date: Sun, 27 Oct 2024 04:09:16 -0400 Subject: [PATCH 1/2] rebalances CN Mortar a bit, also removes old accidental dupe FS menu listing --- .../admin/game_master/extra_buttons/fire_support_menu.dm | 2 +- code/modules/cm_marines/equipment/mortar/mortar_shells.dm | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/admin/game_master/extra_buttons/fire_support_menu.dm b/code/modules/admin/game_master/extra_buttons/fire_support_menu.dm index 30d7144b2a4..6a6f528d06b 100644 --- a/code/modules/admin/game_master/extra_buttons/fire_support_menu.dm +++ b/code/modules/admin/game_master/extra_buttons/fire_support_menu.dm @@ -2,7 +2,7 @@ //Various ordnance selections #define ORDNANCE_OPTIONS list("Banshee Missile", "CN-20 Missile", "Harpoon Missile", "Keeper Missile", "Napalm Missile", "Thermobaric Missile", "Widowmaker Missile", "Laser", "Minirocket", "Incendiary Minirocket", "Sentry Drop", "GAU-21", "Heavy GAU-21", "High Explosive", "Incendiary", "Cluster", "High Explosive","Nerve Gas OB", "Incendiary", "Fragmentation", "Flare", "Nerve Gas Mortar") -#define MISSILE_ORDNANCE list("Banshee Missile", "CN-20 Missile", "Harpoon Missile", "Keeper Missile", "Napalm Missile", "Thermobaric Missile", "Widowmaker Missile") +#define MISSILE_ORDNANCE list("Banshee Missile", "Harpoon Missile", "Keeper Missile", "Napalm Missile", "Thermobaric Missile", "Widowmaker Missile") #define ORBITAL_ORDNANCE list("High Explosive OB", "Incendiary OB", "Cluster OB") #define MORTAR_ORDNANCE list("High Explosive Shell", "Incendiary Shell", "Fragmentation Shell", "Flare Shell") #define CHEMICAL_ORDNANCE list("CN-20 Missile", "Nerve Gas OB", "Nerve Gas Shell") diff --git a/code/modules/cm_marines/equipment/mortar/mortar_shells.dm b/code/modules/cm_marines/equipment/mortar/mortar_shells.dm index a0f178dcb04..61c2f9a25de 100644 --- a/code/modules/cm_marines/equipment/mortar/mortar_shells.dm +++ b/code/modules/cm_marines/equipment/mortar/mortar_shells.dm @@ -64,7 +64,7 @@ icon_state = "mortar_ammo_inc" /obj/item/mortar_shell/nerve/detonate(turf/T) - explosion(T, 0, 2, 4, 7, explosion_cause_data = cause_data) + cell_explosion(T, 65, 95, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, null) spawn(5) var/datum/effect_system/smoke_spread/cn20/cn20 = new() cn20.set_up(5, 0, T, null) From ff316b388c563b2944483cea57c680d6a06ef454 Mon Sep 17 00:00:00 2001 From: GriffinMan Date: Sun, 27 Oct 2024 04:49:43 -0400 Subject: [PATCH 2/2] Mild CN20 nerf, to make short maskless exposure survivable even if you won't be *happy*. --- code/game/objects/effects/effect_system/smoke.dm | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/code/game/objects/effects/effect_system/smoke.dm b/code/game/objects/effects/effect_system/smoke.dm index fcc815a9dc6..bd9fe3c73a8 100644 --- a/code/game/objects/effects/effect_system/smoke.dm +++ b/code/game/objects/effects/effect_system/smoke.dm @@ -423,16 +423,17 @@ xeno_creature.AddComponent(/datum/component/status_effect/interference, 10, 10) xeno_creature.blinded = TRUE else - creature.apply_damage(12, TOX) - creature.apply_damage(2, BRAIN) - lungs.take_damage(2) + creature.apply_damage(18, TOX) + creature.apply_damage(0.75, BRAIN) + creature.apply_damage(1, OXY) + lungs.take_damage(1) creature.SetEarDeafness(max(creature.ear_deaf, floor(effect_amt*1.5))) //Paralysis of hearing system, aka deafness if(!xeno_creature) //Eye exposure damage to_chat(creature, SPAN_DANGER("Your eyes sting. You can't see!")) creature.SetEyeBlind(floor(effect_amt/3)) - eyes.take_damage(2) + eyes.take_damage(1) if(human_creature && creature.coughedtime < world.time && !creature.stat) //Coughing/gasping creature.coughedtime = world.time + 1.5 SECONDS if(prob(50)) @@ -440,7 +441,7 @@ else creature.emote("gasp") - var/stun_chance = 20 + var/stun_chance = 10 if(xeno_affecting) stun_chance = 35 if(prob(stun_chance))