Zombie disease is easier to spread and deadly in minutes. Zombies heal over time. (#16235)
* Nerf Space zombies, get DoT in space (barotrauma) and spawn stunned. - Also discard any helmet or mask you might be wearing. * Zombies have heal over time, infection far more fatal - Stun time reduced to 2 seconds * Zombification occurs after you die, rather than after you crit. - Zombies cannot inflict Zombification DoT on other zombies. * Heal shock damage, space zombies are back. * Lower the chance of infection per hit * Removed the stun, reduced zombification virus slightly
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@@ -1,8 +1,10 @@
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.Roles;
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using Content.Shared.Humanoid;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using static Content.Shared.Humanoid.HumanoidAppearanceState;
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@@ -22,14 +24,14 @@ namespace Content.Shared.Zombies
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/// The baseline infection chance you have if you are completely nude
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MaxZombieInfectionChance = 0.50f;
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public float MaxZombieInfectionChance = 0.40f;
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/// <summary>
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/// The minimum infection chance possible. This is simply to prevent
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/// being invincible by bundling up.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MinZombieInfectionChance = 0.05f;
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public float MinZombieInfectionChance = 0.10f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZombieMovementSpeedDebuff = 0.75f;
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@@ -86,5 +88,21 @@ namespace Content.Shared.Zombies
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public string? EmoteSoundsId = "Zombie";
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public EmoteSoundsPrototype? EmoteSounds;
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// Heal on tick
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[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextTick;
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[DataField("damage")] public DamageSpecifier Damage = new()
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{
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DamageDict = new ()
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{
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{ "Blunt", -0.3 },
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{ "Slash", -0.2 },
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{ "Heat", -0.2 },
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{ "Cold", -0.2 },
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{ "Shock", -0.2 },
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}
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};
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}
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}
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