Spationaut Supply Suit and Hardsuit Stat Pass Number 2 (#7448)

This commit is contained in:
Emisse
2022-04-10 14:57:36 -06:00
committed by GitHub
parent 8b497bc76e
commit a71f4e65c8
22 changed files with 198 additions and 33 deletions

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@@ -16,5 +16,7 @@
- id: ClothingBeltUtilityFilled
- id: FlashlightSeclite
- id: SurvivalKnife
- id: ClothingOuterHardsuitSpatio
- id: ClothingHeadHelmetHardsuitSpatio

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@@ -43,7 +43,10 @@
- state: inhand-right
- state: inhand-right-unshaded
shader: unshaded
- type: PressureProtection
highPressureMultiplier: 0.40
lowPressureMultiplier: 100
- type: entity
parent: ClothingHeadHardsuitBase
id: ClothingHeadHelmetHardsuitCap
@@ -214,3 +217,52 @@
- type: PressureProtection
highPressureMultiplier: 0.5
lowPressureMultiplier: 100
- type: entity
parent: ClothingHeadHardsuitWithLightBase
id: ClothingHeadHelmetHardsuitSpatio
name: spationaut hardsuit helmet
description: A sturdy helmet designed for complex industrial operations in space.
components:
- type: Sprite
netsync: false
sprite: Clothing/Head/Hardsuits/spatiohelm.rsi
layers:
- state: icon
- state: icon-unshaded
shader: unshaded
- state: light-overlay
visible: false
shader: unshaded
map: [ "light" ]
- type: HandheldLight
addPrefix: false
inhandVisuals:
left:
- state: inhand-left-light
shader: unshaded
right:
- state: inhand-right-light
shader: unshaded
clothingVisuals:
head:
- state: equipped-head-light
shader: unshaded
- type: Clothing
clothingVisuals:
head:
- state: equipped-head
- state: equipped-head-unshaded
shader: unshaded
inhandVisuals:
left:
- state: inhand-left
- state: inhand-left-unshaded
shader: unshaded
right:
- state: inhand-right
- state: inhand-right-unshaded
shader: unshaded
- type: PressureProtection
highPressureMultiplier: 0.8
lowPressureMultiplier: 100

View File

@@ -13,13 +13,13 @@
lowPressureMultiplier: 100
- type: ClothingSpeedModifier
walkModifier: 0.65
sprintModifier: 0.65 #less armor than engineering but slightly higher move speed so they can get to breaches a bit faster
sprintModifier: 0.7 #less armor than engineering but slightly higher move speed so they can get to breaches a bit faster
- type: Armor
modifiers:
coefficients:
Blunt: 0.95 #less physical protection but significantly more atmospheric protections than engi
Slash: 0.95
Piercing: 0.95
Blunt: 0.9 #raising these slightly so its a bit more attractive
Slash: 0.9
Piercing: 0.9
Heat: 0.35
Radiation: 0.25
@@ -45,7 +45,7 @@
Blunt: 0.8
Slash: 0.8
Piercing: 0.85
Heat: 0.8
Heat: 0.5 #putting higher enviro since the captain's carapace is already super heavy physical
Radiation: 0.1
- type: entity
@@ -88,7 +88,7 @@
lowPressureMultiplier: 100
- type: ClothingSpeedModifier
walkModifier: 0.65
sprintModifier: 0.55 #slightly slower than magboot walking
sprintModifier: 0.65 #making this a bit faster than salvages
- type: Armor
modifiers:
coefficients:
@@ -112,16 +112,16 @@
highPressureMultiplier: 0.45
lowPressureMultiplier: 100
- type: ClothingSpeedModifier
walkModifier: 0.65
sprintModifier: 0.75 #It's the advanced hardsuit it should be a little faster than engineering imo
walkModifier: 0.75
sprintModifier: 0.8 #turning this up slightly because CEs have started just wearing firesuits instead and never putting on advanced armor
- type: Armor
modifiers:
coefficients:
Blunt: 0.9
Blunt: 0.85
Slash: 0.85
Piercing: 0.9
Heat: 0.55
Radiation: 0.05 #combines the engi and atmos bonuses
Piercing: 0.85
Heat: 0.45 #slightly improved stats over last pass
Radiation: 0.25
#The voidsuit and eva suit are not techically 'hardsuits' but this seems to be the place for all EVA-capable outer clothing. This may be worth reevaluating when we have a lot more items.
- type: entity
@@ -190,8 +190,8 @@
- type: DiseaseProtection
protection: 0.2
- type: ClothingSpeedModifier
walkModifier: 0.7 #higher speed to reflect description but not as high as cap/eva
sprintModifier: 0.7
walkModifier: 0.9 #old movespeed i had was too punishing and this needs to be useable for saving people in medbay
sprintModifier: 0.9
- type: entity
parent: ClothingOuterHardsuitBase
@@ -209,14 +209,14 @@
- type: Armor
modifiers:
coefficients:
Blunt: 0.6 #increased blunt as per description, for bomb survival
Slash: 0.9
Blunt: 0.6
Slash: 0.75 #increasing slash on this because it's a big ass suit
Piercing: 0.95
Heat: 0.65 #increased enviro due to science getting increasingly involved with artifact testing
Heat: 0.65
Radiation: 0.25
- type: ClothingSpeedModifier
walkModifier: 0.65 #heavier armor but still a bit faster than engineering
sprintModifier: 0.6
walkModifier: 0.75 #moving the movespeed on this up, it's a high risk item and traitors shouldnt have to keep this in their bag all round
sprintModifier: 0.75
- type: entity
parent: ClothingOuterHardsuitBase
@@ -232,15 +232,15 @@
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: ClothingSpeedModifier
walkModifier: 0.65 #higher move speed because ive seen salvage teams straight up stealing eva to go about salvaging faster
sprintModifier: 0.55
walkModifier: 0.6 #changing these values around so its only a tiny bit faster so less salvages get stuck floating in space
sprintModifier: 0.65
- type: Armor
modifiers:
coefficients:
Blunt: 0.85 #closer stats to what the mining suit had in 13
Slash: 0.85
Piercing: 0.9
Heat: 0.9
Blunt: 0.8 #buffed up due to introduction of spationaut suit
Slash: 0.75
Piercing: 0.75
Heat: 0.85
Radiation: 0.5
- type: entity
@@ -259,14 +259,14 @@
- type: Armor
modifiers:
coefficients:
Blunt: 0.8
Slash: 0.8
Blunt: 0.7
Slash: 0.7
Piercing: 0.7
Heat: 0.8 #buffed combat stats all round
Radiation: 0.25
- type: entity
parent: ClothingOuterHardsuitSecurity #set parent to sec hardsuit, hopefully wont break anything
parent: ClothingOuterHardsuitSecurity
id: ClothingOuterHardsuitSecurityRed
name: head of security's hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor.
@@ -279,13 +279,13 @@
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: ClothingSpeedModifier
walkModifier: 0.7 #faster than sec hardsuit because HoS hardsuit should be better imo, sec hardsuit retains default hardsuit movespeed to discourage continual wear
sprintModifier: 0.55
walkModifier: 0.7
sprintModifier: 0.7 #buffing the movespeed slightly so its somewhat feasible to catch up to a felon, this speed is what the cmo's was at. seems a good fit
- type: Armor
modifiers:
coefficients:
Blunt: 0.7 #slightly higher than sec hardsuit
Slash: 0.75
Blunt: 0.7
Slash: 0.65
Piercing: 0.7
Heat: 0.8
Radiation: 0.25
@@ -364,3 +364,28 @@
Piercing: 1
Heat: 0.5
Radiation: 0.3
- type: entity
parent: ClothingOuterHardsuitBase
id: ClothingOuterHardsuitSpatio
name: spationaut hardsuit
description: A lightweight hardsuit designed for industrial eva activies in zero grav.
components:
- type: Sprite
sprite: Clothing/OuterClothing/Hardsuits/spatio.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Hardsuits/spatio.rsi
- type: PressureProtection
highPressureMultiplier: 0.9
lowPressureMultiplier: 100
- type: ClothingSpeedModifier
walkModifier: 0.9 #mildly better than eva, might adjust this down if its heavily abused but want to see how it plays out in game first
sprintModifier: 0.8
- type: Armor
modifiers:
coefficients:
Blunt: 0.9
Slash: 0.9
Piercing: 0.95
Heat: 0.9
Radiation: 0.5 #low physical but gave some rad protection in case of rad artifacts/rad storms

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@@ -0,0 +1,59 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "made by emisse for ss14",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "icon-unshaded"
},
{
"name": "icon-flash"
},
{
"name": "light-overlay"
},
{
"name": "equipped-head",
"directions": 4
},
{
"name": "equipped-head-light",
"directions": 4
},
{
"name": "equipped-head-unshaded",
"directions": 4
},
{
"name": "inhand-left",
"directions": 4
},
{
"name": "inhand-left-unshaded",
"directions": 4
},
{
"name": "inhand-left-light",
"directions": 4
},
{
"name": "inhand-right",
"directions": 4
},
{
"name": "inhand-right-unshaded",
"directions": 4
},
{
"name": "inhand-right-light",
"directions": 4
}
]
}

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@@ -0,0 +1,27 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "made by emisse for ss14",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "equipped-OUTERCLOTHING",
"directions": 4
},
{
"name": "inhand-left",
"directions": 4
},
{
"name": "inhand-right",
"directions": 4
}
]
}