Clothing Damage Change
- John_Oxford
- Github User
- Joined: Sat Nov 15, 2014 5:19 am
- Byond Username: John Oxford
- Github Username: JohnOxford
- Location: The United States of America
Clothing Damage Change
see: https://tgstation13.org/phpBB/viewtopic ... ead#unread
Just make it a five stage damage system
(Movement speed is only changed on hardsuits)
Intact (0 brute/0 burn) - All bonuses granted, normal movement speed, no debuffs
Slightly Damaged (175 Brute / 200 burn) - Armor value is reduced by a few points, sprite is slightly darker, movement speed is slowed by one point, greatly decreases bio resistance
Damaged (275 brute / 325 burn) - Armor value is is reduced by a few more points, sprite is changed to be torn, movement speed is slowed (except on exosuits, it becomes extremely slow then ) All bio resistance is removed and some fire resistance is removed (except on fire proof items)
Badly Damaged (400 brute / 450 burn) - Armor Value is cut in half, sprite is changed completely to be a torn damaged version, movement speed is cut in half, any special effects (sunglasses blocking flashes, firesuits protecting against fire) are removed
Destroyed (500 brute / 550 burn) - Armor Value is reduced to a fourth of what it was, sprite is changed to be torn destroyed and pieces hanging off, movement speed is basically 0 stamina while drunk while walking, all special effects are removed.
*Destroyed items aren't removed from the game, they just become basically worthless to wear
A sewing kit will spawn in round start in all crew's boxes, has three uses and repairs a piece of clothing completely, except anything that would have or kevlar involved.
A combat repair kit will spawn in security officers, detectives, the warden and HOS, and certain head's of staff's lockers. (QM, HoP) It has five uses and can repair only kevlar (armored) items
A universal repair kit with 10 uses, which repairs any item completely, will spawn in the Captain's box, inside of deathsquad and ERT personnel's backpacks, and in Central Command Offical's backpacks.
A welder will be needed to repair hardsuits, jet packs, sunglasses, HUD/s, NVGs, Thermals, and Medi Hud/s
Kevlar can also now be created at the botany bio generator, and security spawns with two boxes of 15 stack sheets in the armory. It's a alternative to repairing armored items (instead of using your repair kit) One piece repairs one level.
Deathsquad Armor, ERT armor, All Nuke Op hardsuits, and Gem/warlock hardsuits are made out of Plastanium Kevlar Weave, which requires very high nearly unobtainable tech levels to produce, completely repairs a armored item not made out of itself, and increases it's armor resistance in all levels by ten. (Exceptions given for armor with 90< in any level) Using it on a clothing already made out of it just repairs it by one level. It changes the sprite to be slightly whiter/more shiny/bulkier
Deathsquad's and ERT's spawn with a stack of 50. Nuke Ops can buy a box with two stacks of 50 in it for 2 TC, Wizards get a new spell for one point that allows them to fully repair any armor they are wearing.
Just make it a five stage damage system
(Movement speed is only changed on hardsuits)
Intact (0 brute/0 burn) - All bonuses granted, normal movement speed, no debuffs
Slightly Damaged (175 Brute / 200 burn) - Armor value is reduced by a few points, sprite is slightly darker, movement speed is slowed by one point, greatly decreases bio resistance
Damaged (275 brute / 325 burn) - Armor value is is reduced by a few more points, sprite is changed to be torn, movement speed is slowed (except on exosuits, it becomes extremely slow then ) All bio resistance is removed and some fire resistance is removed (except on fire proof items)
Badly Damaged (400 brute / 450 burn) - Armor Value is cut in half, sprite is changed completely to be a torn damaged version, movement speed is cut in half, any special effects (sunglasses blocking flashes, firesuits protecting against fire) are removed
Destroyed (500 brute / 550 burn) - Armor Value is reduced to a fourth of what it was, sprite is changed to be torn destroyed and pieces hanging off, movement speed is basically 0 stamina while drunk while walking, all special effects are removed.
*Destroyed items aren't removed from the game, they just become basically worthless to wear
A sewing kit will spawn in round start in all crew's boxes, has three uses and repairs a piece of clothing completely, except anything that would have or kevlar involved.
A combat repair kit will spawn in security officers, detectives, the warden and HOS, and certain head's of staff's lockers. (QM, HoP) It has five uses and can repair only kevlar (armored) items
A universal repair kit with 10 uses, which repairs any item completely, will spawn in the Captain's box, inside of deathsquad and ERT personnel's backpacks, and in Central Command Offical's backpacks.
A welder will be needed to repair hardsuits, jet packs, sunglasses, HUD/s, NVGs, Thermals, and Medi Hud/s
Kevlar can also now be created at the botany bio generator, and security spawns with two boxes of 15 stack sheets in the armory. It's a alternative to repairing armored items (instead of using your repair kit) One piece repairs one level.
Deathsquad Armor, ERT armor, All Nuke Op hardsuits, and Gem/warlock hardsuits are made out of Plastanium Kevlar Weave, which requires very high nearly unobtainable tech levels to produce, completely repairs a armored item not made out of itself, and increases it's armor resistance in all levels by ten. (Exceptions given for armor with 90< in any level) Using it on a clothing already made out of it just repairs it by one level. It changes the sprite to be slightly whiter/more shiny/bulkier
Deathsquad's and ERT's spawn with a stack of 50. Nuke Ops can buy a box with two stacks of 50 in it for 2 TC, Wizards get a new spell for one point that allows them to fully repair any armor they are wearing.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
Signature Content:
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
Signature Content:
Spoiler:
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Clothing Damage Change
we already have a feedback thread for this
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- John_Oxford
- Github User
- Joined: Sat Nov 15, 2014 5:19 am
- Byond Username: John Oxford
- Github Username: JohnOxford
- Location: The United States of America
Re: Clothing Damage Change
John_Oxford wrote:see: https://tgstation13.org/phpBB/viewtopic ... ead#unread
ya donnnnnnnnt sayyyyyyyyyyyyyyyyyyyyyyPKPenguin321 wrote:we already have a feedback thread for this
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
Signature Content:
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
Signature Content:
Spoiler:
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Clothing Damage Change
ok whatever you say john_"i'm too good to use the already existing thread"_oxford
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: Clothing Damage Change
new torn sprites for every sprite in the game?
honk, my male
honk, my male
- Cobby
- Code Maintainer
- Joined: Sat Apr 19, 2014 7:19 pm
- Byond Username: ExcessiveUseOfCobby
- Github Username: ExcessiveUseOfCobblestone
Re: Clothing Damage Change
why not just add scratch overlays instead?Armhulen wrote:new torn sprites for every sprite in the game?
honk, my male
Voted best trap in /tg/ 2014-current
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: Clothing Damage Change
I considered that and then disregarded it because ??
yeah that'll be easy
yeah that'll be easy
- Sweaterkittens
- Joined: Tue Aug 11, 2015 11:02 am
- Byond Username: SweaterKittens
Re: Clothing Damage Change
I think the issue with using a simple scratched/damaged overlay is that there are a massive number of differently shaped pieces of clothing, even if you only take base layers into account. To have an overlay that would fit with all of them would likely be too minimalistic, otherwise you run the risk of the "damage" spilling out into open space, or on bare skin. Even if you don't take all of the unique costumes, formal wear and special clothes available, jumpsuits can be rolled down to expose the upper body, which would mean any sort of damage overlay would appear directly on the character above the waist.
-
- Joined: Sat Jan 07, 2017 3:52 pm
- Byond Username: Weepo
Re: Clothing Damage Change
partially burnt clothes already have an overlay and it works real well.
- Cobby
- Code Maintainer
- Joined: Sat Apr 19, 2014 7:19 pm
- Byond Username: ExcessiveUseOfCobby
- Github Username: ExcessiveUseOfCobblestone
Re: Clothing Damage Change
You could easily have 3 sets of overlays, one for full length outfits, one for upper half only (skirts, bee suit, etc.) and lower half only (alt uniforms). Better yet, just cut the full length into half so they still look similar regardless of the type of outfit! Still a lot simpler than damage sprites for each individual article (not to mention that these sprites don't have to be amazing, just indicative your clothes are getting torn to shreds and you need to see your favorite Holmes botanists soon)Sweaterkittens wrote:I think the issue with using a simple scratched/damaged overlay is that there are a massive number of differently shaped pieces of clothing, even if you only take base layers into account. To have an overlay that would fit with all of them would likely be too minimalistic, otherwise you run the risk of the "damage" spilling out into open space, or on bare skin. Even if you don't take all of the unique costumes, formal wear and special clothes available, jumpsuits can be rolled down to expose the upper body, which would mean any sort of damage overlay would appear directly on the character above the waist.
Voted best trap in /tg/ 2014-current
Who is online
Users browsing this forum: Google [Bot]