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[Feature] Materials/Fabricators/Armor Retooling and Miscellaneous Improvements
#8
Gunna comment on a few things:

from here
Code:
if (wear_mask && (wear_mask.c_flags & SPACEWEAR)) // why on earth was this commented out?

Because it makes it so you're completely protected from space just by having a spaceproof helmet and mask on, or just a mask and suit.  It was a little silly.  Might be the fault of what was set to use that flag on masks though.

from here
Code:
else if (istype(W,/obj/item/reagent_containers/glass) && stage == 1) // this actually includes watering cans, oil cans, and such.
    if (istype(W,/obj/item/reagent_containers/glass/beaker/large)) // I lack coding skill, so I'm just gonna mark it as intentional

You could do this by changing the second line to be:
Code:
if (istype(W,/obj/item/reagent_containers/glass/beaker/large) || istype(W,/obj/item/reagent_containers/glass/wateringcan) || istype(W,/obj/item/reagent_containers/glass/oilcan))

or an if/else if chain, or a switch.

from here
Code:
armor_value_melee = 12 // is meant to go along with the heavy armor, so buffing this significantly

Is it meant to be?  It looks like a telesci item to me.  I don't think I've seen it outside of there.  Am I missing something?


I'm going to implement some of this, but I'll have to think about the armor and material system stuff first.  Could you explain the changes to the electrical/hardness/toughness properties for some materials?  I'm also not sure about the changes here for humans' ex_act() related to the EOD armor.  It already has a specific clause for EOD armor above that.  What you added seems to just basically double up the reduction that the armor gets.
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RE: [Feature] Materials/Fabricators/Armor Retooling and Miscellaneous Improvements - by Haine - 04-29-2016, 08:22 AM

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