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- mechMassBase = self.parts.body.stats.mechMass + self.parts.booster.stats.mechMass + self.parts.legs.stats.mechMass + self.parts.leftArm.stats.mechMass + self.parts.rightArm.stats.mechMass -- mass for damage calculations for falling/impact
- mechMassArmor = self.parts.body.stats.protection / self.parts.body.stats.energy --energy/protection multiplier. This ensures the mech body is always the biggest game-changer.
- mechMass = mechMassBase * mechMassArmor -- the final mass after totals are combined
- MODIFIERS, and EFFECTS
- ----------------------------
- mechMassBase > 20
- self.airControlSpeed = self.parts.booster.airControlSpeed - (self.mechMass/30)
- self.flightControlSpeed = self.parts.booster.flightControlSpeed - (self.mechMass/30)
- self.groundSpeed = self.parts.legs.groundSpeed - (self.mechMass/20)
- self.jumpVelocity = self.parts.legs.jumpVelocity - (self.mechMass/20)
- mechMassBase > 15 then
- self.airControlSpeed = self.parts.booster.airControlSpeed - (self.mechMass/60)
- self.flightControlSpeed = self.parts.booster.flightControlSpeed - (self.mechMass/60)
- self.groundSpeed = self.parts.legs.groundSpeed - (self.mechMass/40)
- self.jumpVelocity = self.parts.legs.jumpVelocity - (self.mechMass/40)
- MECH STOMPIES
- ------------------
- A heavy mech does ground damage. Mechs over 8 tonnes will cause a "cracking" effect on all tiles, but won't be likely to destroy said tiles. Mechs above 8 tonnes do tile damage based on their mass.
- Im not sure how code savvy you are, so ill spare you all the math and code here. The above shit was easy enough to visually follow for a gamer like you! Lua likely isn't! if it is, I can link you right to the source file if need be.
- Basically, your mechs damage to tiles (the "explosive" part) is based on its *current downward velocity* x mechMass. The maximum explosive damage is 55.
- Actual damage done by simply *walking over enemies* is likewise based on mech mass. The maximum value is 300 damage
- The actual applied damage is the above value divided by 2.
- However, note that a heavier mech (over 15 tonnes in this case) will take some damage from long falls at high velocity. Not a tonne, but every bit counts when your regen is inactive.
- Finally, the heavier your mech, the larger your impact area is. Mechs over 20 tons have the largest area, and do *1.5 explosive damage. Mechs over 11 tonnes get no damage bonus but get a decent radius
- mechs under 11 have the least impact
- if your mass is above 22, your mech gets *0 passive regeneration*
- if your energy is less than 50%, no matter your mass, your *passive regen shuts off*
- mechs over 20 tons get Ablative Armor. basically, you have a chance to take 0 damage from a hit on a successful roll, the result of which is heavily based on your mass and defense.
- -- FU damage resistance from Mass********************************************************
- -- if mech is higher than rank 4 in protection (body), they have a chance to deflect incoming damage below a threshold
- self.massProtection = self.parts.body.stats.protection * ((self.parts.body.stats.mechMass)/10)
- the above result is the "threshold" you can defend against. anything higher than that cannot be blocked.
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