diff --git a/nsv13/code/modules/overmap/overmap.dm b/nsv13/code/modules/overmap/overmap.dm index e699d310a2d..96ac015cb01 100644 --- a/nsv13/code/modules/overmap/overmap.dm +++ b/nsv13/code/modules/overmap/overmap.dm @@ -43,7 +43,7 @@ // Health, armor, and damage max_integrity = 300 //Max internal integrity - integrity_failure = 0 + integrity_failure = 0 //If you want to use this you will have to implement obj_break() for overmaps aswell as a method to restore functionality if repaired. var/armour_plates = 0 //You lose max integrity when you lose armour plates. var/sensor_profile = 0 //A penalty (or, possibly even bonus) to from how far away one can be detected. Affected by things like sending out a active ping, which will make you glow like a christmas tree. var/cloak_factor = 255 // Min alpha of a ship during cloak. 0-255 diff --git a/nsv13/code/modules/overmap/overmap_ghosts.dm b/nsv13/code/modules/overmap/overmap_ghosts.dm index 56b960f254a..6eda1b70eba 100644 --- a/nsv13/code/modules/overmap/overmap_ghosts.dm +++ b/nsv13/code/modules/overmap/overmap_ghosts.dm @@ -118,7 +118,6 @@ forward_maxthrust *= 3.5 backward_maxthrust *= 3.5 side_maxthrust *= 2 - integrity_failure *= 3.5 max_angular_acceleration *= 2 speed_limit *= 2.5 shots_left = 500 //Having 15 max cannon shots isn't fun diff --git a/nsv13/code/modules/overmap/types/miningships.dm b/nsv13/code/modules/overmap/types/miningships.dm index 5c53c118548..1a229c346ca 100644 --- a/nsv13/code/modules/overmap/types/miningships.dm +++ b/nsv13/code/modules/overmap/types/miningships.dm @@ -10,7 +10,6 @@ sprite_size = 48 damage_states = TRUE max_integrity = 800 //Max health - integrity_failure = 800 bound_height = 96 bound_width = 96 armor = list("overmap_light" = 90, "overmap_medium" = 40, "overmap_heavy" = 15) @@ -22,7 +21,6 @@ role = MAIN_MINING_SHIP area_type = /area/nostromo max_integrity = 500 //Max health - integrity_failure = 500 use_armour_quadrants = FALSE //They can weld plates for now, mining ship will not have a reasonable way to power the pumps -K starting_system = "Staging" //TEMP UNTIL DELETE @@ -31,7 +29,6 @@ role = MAIN_MINING_SHIP area_type = /area/nostromo max_integrity = 500 //Max health - integrity_failure = 500 use_armour_quadrants = FALSE //They can weld plates for now, mining ship will not have a reasonable way to power the pumps -K starting_system = "Staging" //TEMP UNTIL DELETE /obj/structure/overmap/nanotrasen/mining_cruiser/nostromo/fob @@ -40,7 +37,6 @@ area_type = /area/nsv/shuttle armor = list("overmap_light" = 90, "overmap_medium" = 20, "overmap_heavy" = 0) max_integrity = 400 //Max health - integrity_failure = 400 use_armour_quadrants = FALSE //They can weld plates for now, mining ship will not have a reasonable way to power the pumps -K /obj/structure/overmap/nanotrasen/mining_cruiser/rig @@ -49,5 +45,4 @@ area_type = /area/nostromo starting_system = "Lalande 21185" max_integrity = 500 //Max health - integrity_failure = 500 use_armour_quadrants = FALSE //They can weld plates for now, mining ship will not have a reasonable way to power the pumps -K diff --git a/nsv13/code/modules/overmap/types/nanotrasen.dm b/nsv13/code/modules/overmap/types/nanotrasen.dm index 09574a68cbc..9d3ca87896c 100644 --- a/nsv13/code/modules/overmap/types/nanotrasen.dm +++ b/nsv13/code/modules/overmap/types/nanotrasen.dm @@ -29,7 +29,6 @@ bound_width = 32 obj_integrity = 300 max_integrity = 300 - integrity_failure = 300 armor = list("overmap_light" = 30, "overmap_medium" = 20, "overmap_heavy" = 30) @@ -41,7 +40,6 @@ sprite_size = 48 obj_integrity = 450 max_integrity = 450 - integrity_failure = 450 bound_height = 96 bound_width = 96 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 20) @@ -57,7 +55,6 @@ //pixel_w = -96 obj_integrity = 500 max_integrity = 500 - integrity_failure = 500 //collision_positions = list(new /datum/vector2d(-13,71), new /datum/vector2d(-25,52), new /datum/vector2d(-24,-25), new /datum/vector2d(-11,-66), new /datum/vector2d(4,-69), new /datum/vector2d(15,-28), new /datum/vector2d(15,38), new /datum/vector2d(6,61)) armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 20) @@ -72,7 +69,6 @@ //pixel_w = -32 obj_integrity = 800 max_integrity = 800 - integrity_failure = 800 bound_height = 96 bound_width = 96 armor = list("overmap_light" = 90, "overmap_medium" = 80, "overmap_heavy" = 30) @@ -89,7 +85,6 @@ bound_height = 192 obj_integrity = 1000 max_integrity = 1000 - integrity_failure = 1000 armor = list("overmap_light" = 95, "overmap_medium" = 75, "overmap_heavy" = 50) /obj/structure/overmap/nanotrasen/carrier @@ -104,7 +99,6 @@ damage_states = FALSE //TODO obj_integrity = 700 max_integrity = 700 - integrity_failure = 700 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 10) /obj/structure/overmap/nanotrasen/battlecruiser @@ -118,7 +112,6 @@ //pixel_w = -32 obj_integrity = 1000 max_integrity = 1000 //Max health - integrity_failure = 1000 bound_height = 96 bound_width = 96 armor = list("overmap_light" = 95, "overmap_medium" = 75, "overmap_heavy" = 50) @@ -135,7 +128,6 @@ damage_states = FALSE //I'm lazy obj_integrity = 1200 max_integrity = 1200 //Max health - integrity_failure = 1200 armor = list("overmap_light" = 95, "overmap_medium" = 60, "overmap_heavy" = 10) bound_height = 320 bound_width = 320 @@ -152,18 +144,14 @@ icon = 'nsv13/icons/overmap/new/nanotrasen/serendipity.dmi' icon_state = "serendipity" mass = MASS_SMALL - obj_integrity = 500 - max_integrity = 500 - integrity_failure = 500 sprite_size = 48 damage_states = FALSE bound_height = 32 bound_width = 32 obj_integrity = 1250 max_integrity = 1250 - integrity_failure = 1250 armor = list("overmap_light" = 30, "overmap_medium" = 20, "overmap_heavy" = 30) - plasma_caster = TRUE + plasma_caster = TRUE //One day we'll assign these a smarter way.. //Player Versions // deletion_behavior = DAMAGE_STARTS_COUNTDOWN @@ -172,7 +160,6 @@ role = MAIN_OVERMAP obj_integrity = 1400 max_integrity = 1400 //Max health - integrity_failure = 1400 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 95, "overmap_medium" = 50, "overmap_heavy" = 10) overmap_deletion_traits = DAMAGE_STARTS_COUNTDOWN @@ -188,8 +175,7 @@ /obj/structure/overmap/nanotrasen/frigate/starter //Currently assigned to Jeppison and Atlas role = MAIN_OVERMAP obj_integrity = 800 - max_integrity = 800 - integrity_failure = 800 + max_integrity = 800 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 90, "overmap_medium" = 50, "overmap_heavy" = 10) overmap_deletion_traits = DAMAGE_STARTS_COUNTDOWN @@ -198,7 +184,6 @@ role = MAIN_OVERMAP obj_integrity = 1000 max_integrity = 1000 - integrity_failure = 1000 bound_width = 64 bound_height = 64 starting_system = "Staging" //Required for all player ships @@ -212,7 +197,6 @@ role = MAIN_OVERMAP obj_integrity = 1400 max_integrity = 1400 - integrity_failure = 1400 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 95, "overmap_medium" = 60, "overmap_heavy" = 20) overmap_deletion_traits = DAMAGE_STARTS_COUNTDOWN @@ -228,7 +212,6 @@ role = MAIN_OVERMAP obj_integrity = 2000 max_integrity = 2000 - integrity_failure = 2000 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 95, "overmap_medium" = 65, "overmap_heavy" = 20) overmap_deletion_traits = DAMAGE_STARTS_COUNTDOWN @@ -237,7 +220,6 @@ role = MAIN_OVERMAP obj_integrity = 1400 max_integrity = 1400 - integrity_failure = 1400 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 95, "overmap_medium" = 60, "overmap_heavy" = 20) overmap_deletion_traits = DAMAGE_STARTS_COUNTDOWN @@ -246,7 +228,6 @@ role = MAIN_OVERMAP //Player controlled variant obj_integrity = 2150 max_integrity = 2150 - integrity_failure = 2150 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 95, "overmap_medium" = 75, "overmap_heavy" = 25) overmap_deletion_traits = DAMAGE_STARTS_COUNTDOWN @@ -255,7 +236,6 @@ role = MAIN_OVERMAP obj_integrity = 1200 max_integrity = 1200 - integrity_failure = 1200 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 95, "overmap_medium" = 50, "overmap_heavy" = 10) overmap_deletion_traits = DAMAGE_STARTS_COUNTDOWN @@ -287,7 +267,6 @@ ai_behaviour = AI_AGGRESSIVE obj_integrity = 450 max_integrity = 450 //Max health - integrity_failure = 450 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 20) ai_flags = AI_FLAG_BATTLESHIP | AI_FLAG_DESTROYER combat_dice_type = /datum/combat_dice/destroyer @@ -297,7 +276,6 @@ ai_behaviour = AI_AGGRESSIVE obj_integrity = 800 max_integrity = 800 //Max health - integrity_failure = 800 armor = list("overmap_light" = 90, "overmap_medium" = 80, "overmap_heavy" = 30) ai_flags = AI_FLAG_BATTLESHIP combat_dice_type = /datum/combat_dice/cruiser @@ -305,7 +283,6 @@ /obj/structure/overmap/nanotrasen/battleship/ai obj_integrity = 1000 max_integrity = 1000 - integrity_failure = 1000 armor = list("overmap_light" = 95, "overmap_medium" = 75, "overmap_heavy" = 50) ai_controlled = TRUE ai_flags = AI_FLAG_BATTLESHIP @@ -318,7 +295,6 @@ missiles = 10 obj_integrity = 500 max_integrity = 500 - integrity_failure = 500 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 20) combat_dice_type = /datum/combat_dice/cruiser @@ -327,7 +303,6 @@ ai_flags = AI_FLAG_BATTLESHIP obj_integrity = 450 max_integrity = 450 - integrity_failure = 450 armor = list("overmap_light" = 90, "overmap_medium" = 70, "overmap_heavy" = 30) combat_dice_type = /datum/combat_dice/cruiser @@ -340,7 +315,6 @@ ai_flags = AI_FLAG_SUPPLY obj_integrity = 700 max_integrity = 700 - integrity_failure = 700 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 10) combat_dice_type = /datum/combat_dice/carrier @@ -368,7 +342,6 @@ armor = list("overmap_light" = 5, "overmap_medium" = 0, "overmap_heavy" = 90) obj_integrity = 75 max_integrity = 75 //Super squishy! - integrity_failure = 75 ai_flags = AI_FLAG_SWARMER bound_width = 32 //Change this on a per ship basis bound_height = 32 diff --git a/nsv13/code/modules/overmap/types/solgov.dm b/nsv13/code/modules/overmap/types/solgov.dm index f3800d995d5..76689451ebb 100644 --- a/nsv13/code/modules/overmap/types/solgov.dm +++ b/nsv13/code/modules/overmap/types/solgov.dm @@ -14,7 +14,6 @@ bound_height = 96 obj_integrity = 500 max_integrity = 500 - integrity_failure = 500 armor = list("overmap_light" = 90, "overmap_medium" = 50, "overmap_heavy" = 25) /obj/structure/overmap/nanotrasen/solgov/carrier @@ -28,7 +27,6 @@ //Tanky obj_integrity = 1000 max_integrity = 1000 - integrity_failure = 1000 armor = list("overmap_light" = 90, "overmap_medium" = 70, "overmap_heavy" = 20) /obj/structure/overmap/nanotrasen/solgov/aetherwhisp @@ -43,7 +41,6 @@ bound_width = 128 obj_integrity = 750 max_integrity = 750 - integrity_failure = 750 armor = list("overmap_light" = 90, "overmap_medium" = 50, "overmap_heavy" = 25) //Player Versions @@ -51,8 +48,8 @@ /obj/structure/overmap/nanotrasen/solgov/aetherwhisp/starter icon = 'nsv13/icons/overmap/nanotrasen/aetherwhisp.dmi' role = MAIN_OVERMAP + obj_integrity = 750 max_integrity = 750 //She's fragile and relies heavily on shields. - integrity_failure = 750 starting_system = "Staging" //Required for all player ships armor = list("overmap_light" = 99, "overmap_medium" = 50, "overmap_heavy" = 25) @@ -72,7 +69,6 @@ desc = "A SolGov pursuit craft, meant for tracking and cornering high value targets." obj_integrity = 1200 max_integrity = 1200 - integrity_failure = 1200 ai_flags = AI_FLAG_BATTLESHIP | AI_FLAG_DESTROYER | AI_FLAG_ELITE max_tracking_range = 70 flak_battery_amount = 2 @@ -106,7 +102,6 @@ brakes = FALSE obj_integrity = 125 max_integrity = 125 //Super squishy! - integrity_failure = 125 sprite_size = 32 mass = MASS_TINY bound_width = 32 //Change this on a per ship basis diff --git a/nsv13/code/modules/overmap/types/spacepirates.dm b/nsv13/code/modules/overmap/types/spacepirates.dm index d7ff42076f6..4d1974505c7 100644 --- a/nsv13/code/modules/overmap/types/spacepirates.dm +++ b/nsv13/code/modules/overmap/types/spacepirates.dm @@ -11,7 +11,6 @@ damage_states = FALSE obj_integrity = 1200 max_integrity = 1200 - integrity_failure = 1200 starting_system = "Staging" armor = list("overmap_light" = 80, "overmap_medium" = 45, "overmap_heavy" = 10) bound_height = 32 @@ -33,7 +32,6 @@ faction = "pirate" mass = MASS_SMALL max_integrity = 400 - integrity_failure = 400 armor = list("overmap_light" = 80, "overmap_medium" = 45, "overmap_heavy" = 10) bound_height = 64 bound_width = 64 @@ -109,7 +107,6 @@ bound_width = 96 obj_integrity = 525 max_integrity = 525 - integrity_failure = 525 armor = list("overmap_light" = 80, "overmap_medium" = 45, "overmap_heavy" = 10) ai_flags = AI_FLAG_DESTROYER torpedoes = 30 @@ -130,7 +127,6 @@ bound_height = 128 bound_width = 128 max_integrity = 350 - integrity_failure = 350 shots_left = 20 armor = list("overmap_light" = 80, "overmap_medium" = 45, "overmap_heavy" = 10) ai_flags = AI_FLAG_BATTLESHIP | AI_FLAG_ELITE //Needs to be shooting all its guns @@ -159,7 +155,6 @@ bound_height = 160 obj_integrity = 5000 max_integrity = 5000 - integrity_failure = 5000 shots_left = 35 torpedoes = 35 armor = list("overmap_light" = 95, "overmap_medium" = 80, "overmap_heavy" = 45) diff --git a/nsv13/code/modules/overmap/types/syndicate.dm b/nsv13/code/modules/overmap/types/syndicate.dm index 241669192f7..2e9e7b7b1df 100644 --- a/nsv13/code/modules/overmap/types/syndicate.dm +++ b/nsv13/code/modules/overmap/types/syndicate.dm @@ -22,7 +22,6 @@ damage_states = FALSE obj_integrity = 1000 max_integrity = 1000 - integrity_failure = 1000 ai_controlled = FALSE //collision_positions = list(new /datum/vector2d(-27,62), new /datum/vector2d(-30,52), new /datum/vector2d(-30,11), new /datum/vector2d(-32,-16), new /datum/vector2d(-30,-45), new /datum/vector2d(-24,-58), new /datum/vector2d(19,-60), new /datum/vector2d(33,-49), new /datum/vector2d(35,24), new /datum/vector2d(33,60)) bound_width = 128 @@ -60,7 +59,6 @@ pixel_w = -96 obj_integrity = 1100 max_integrity = 1100 //Max health - integrity_failure = 1100 role = PVP_SHIP armor = list("overmap_light" = 99, "overmap_medium" = 55, "overmap_heavy" = 30) @@ -99,7 +97,6 @@ damage_states = FALSE obj_integrity = 300 max_integrity = 300 - integrity_failure = 300 area_type = /area/ruin/powered/nsv13/gunship var/bounty = 1000 armor = list("overmap_light" = 30, "overmap_medium" = 20, "overmap_heavy" = 30) @@ -119,7 +116,6 @@ ai_fighter_type = list(/obj/structure/overmap/syndicate/ai/fighter) obj_integrity = 400 max_integrity = 400 - integrity_failure = 400 armor = list("overmap_light" = 30, "overmap_medium" = 30, "overmap_heavy" = 30) combat_dice_type = /datum/combat_dice/carrier possible_interior_maps = list(/datum/map_template/boarding/mako_carrier) @@ -144,7 +140,6 @@ torpedo_type = /obj/item/projectile/guided_munition/torpedo/hellfire obj_integrity = 900 max_integrity = 900 //Max health - integrity_failure = 900 shots_left = 7 torpedoes = 5 missiles = 10 @@ -160,7 +155,6 @@ missiles = 15 obj_integrity = 1200 max_integrity = 1200 //Max health - integrity_failure = 1200 bounty = 15000 armor = list("overmap_light" = 90, "overmap_medium" = 75, "overmap_light" = 50) ai_flags = AI_FLAG_DESTROYER | AI_FLAG_ELITE @@ -179,7 +173,6 @@ mass = MASS_MEDIUM obj_integrity = 500 max_integrity = 500 - integrity_failure = 500 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 20) missiles = 6 bounty = 1000 @@ -191,7 +184,6 @@ icon_state = "hammerhead_elite" obj_integrity = 900 max_integrity = 900 - integrity_failure = 900 armor = list("overmap_light" = 90, "overmap_medium" = 80, "overmap_heavy" = 40) missiles = 8 torpedoes = 4 @@ -208,7 +200,6 @@ torpedoes = 0 obj_integrity = 450 max_integrity = 450 - integrity_failure = 450 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 20) combat_dice_type = /datum/combat_dice/destroyer/flycatcher @@ -222,7 +213,6 @@ armor = list("overmap_light" = 90, "overmap_medium" = 70, "overmap_heavy" = 30) obj_integrity = 450 max_integrity = 450 - integrity_failure = 450 bounty = 3000 ai_flags = AI_FLAG_BATTLESHIP combat_dice_type = /datum/combat_dice/cruiser @@ -234,7 +224,6 @@ armor = list("overmap_light" = 90, "overmap_medium" = 70, "overmap_heavy" = 30) obj_integrity = 1000 max_integrity = 1000 - integrity_failure = 1000 missiles = 10 bounty = 4000 ai_flags = AI_FLAG_BATTLESHIP | AI_FLAG_ELITE @@ -256,7 +245,6 @@ bound_width = 128 obj_integrity = 600 max_integrity = 600 //Tanky so that it can survive to deploy multiple fighter waves. - integrity_failure = 600 bounty = 3000 torpedoes = 0 armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 10) @@ -271,7 +259,6 @@ bounty = 5000 obj_integrity = 1400 max_integrity = 1400 //Tanky so that it can survive to deploy multiple fighter waves. - integrity_failure = 1400 armor = list("overmap_light" = 80, "overmap_medium" = 70, "overmap_heavy" = 25) //This scary one can launch bombers, which absolutely wreak havoc ai_fighter_type = list(/obj/structure/overmap/syndicate/ai/fighter, @@ -298,7 +285,6 @@ damage_states = TRUE obj_integrity = 5000 max_integrity = 5000 //Max health - integrity_failure = 5000 bounty = 20000 shots_left = 500 //A monster. bound_width = 640 @@ -325,7 +311,6 @@ damage_states = FALSE obj_integrity = 800 max_integrity = 800 //Max health - integrity_failure = 800 missiles = 0 torpedoes = 0 armor = list("overmap_light" = 90, "overmap_medium" = 80, "overmap_heavy" = 30) @@ -359,7 +344,6 @@ damage_states = FALSE obj_integrity = 750 max_integrity = 750 - integrity_failure = 750 armor = list("overmap_light" = 90, "overmap_medium" = 80, "overmap_light" = 30) combat_dice_type = /datum/combat_dice/destroyer/flycatcher //Cruiser subtype, called frigate? Guess it gets the combat dice inbetween both. possible_interior_maps = list(/datum/map_template/boarding/boarding_frigate) @@ -384,7 +368,6 @@ bound_height = 160 obj_integrity = 450 max_integrity = 450 //Max health - integrity_failure = 450 missiles = 5 shots_left = 5 torpedoes = 0 @@ -413,7 +396,6 @@ max_integrity = 500 //Max health bound_height = 128 bound_width = 128 - integrity_failure = 500 missiles = 10 torpedoes = 10 //Torp boat! shots_left = 10 @@ -441,7 +423,6 @@ desc = "An experimental Syndicate cruiser capable of projecting energy bursts powerful enough to disrupt drive systems." obj_integrity = 1200 //Pretty thick hull due to it being a priority target max_integrity = 1200 - integrity_failure = 1200 icon = 'nsv13/icons/overmap/syndicate/syn_light_cruiser.dmi' icon_state = "advanced_cruiser" damage_states = FALSE //Maybe later @@ -489,7 +470,6 @@ max_weapon_range = 85 obj_integrity = 5000 max_integrity = 5000 - integrity_failure = 5000 speed_limit = 16 flak_battery_amount = 3 max_tracking_range = 90 @@ -526,7 +506,6 @@ bound_height = 128 obj_integrity = 4750 max_integrity = 4750 - integrity_failure = 4750 cloak_factor = 100 shots_left = 350 torpedoes = 60 @@ -564,7 +543,6 @@ armor = list("overmap_light" = 10, "overmap_medium" = 5, "overmap_heavy" = 95) obj_integrity = 115 max_integrity = 115 //Slightly less squishy! - integrity_failure = 115 ai_flags = AI_FLAG_SWARMER bound_width = 32 bound_height = 32 @@ -587,7 +565,6 @@ brakes = FALSE obj_integrity = 75 max_integrity = 75 //Super squishy! - integrity_failure = 75 sprite_size = 32 faction = "syndicate" mass = MASS_TINY @@ -614,7 +591,6 @@ brakes = FALSE obj_integrity = 100 max_integrity = 100 - integrity_failure = 100 sprite_size = 32 faction = "syndicate" mass = MASS_TINY