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Dec 27th, 2017
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  1. 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
  2.  
  3. 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.
  4.  
  5.  
  6. mechMass = mechMassBase * mechMassArmor -- the final mass after totals are combined
  7.  
  8.  
  9.  
  10. MODIFIERS, and EFFECTS
  11. ----------------------------
  12. mechMassBase > 20
  13.  
  14. self.airControlSpeed = self.parts.booster.airControlSpeed - (self.mechMass/30)
  15. self.flightControlSpeed = self.parts.booster.flightControlSpeed - (self.mechMass/30)
  16. self.groundSpeed = self.parts.legs.groundSpeed - (self.mechMass/20)
  17. self.jumpVelocity = self.parts.legs.jumpVelocity - (self.mechMass/20)
  18.  
  19. mechMassBase > 15 then
  20. self.airControlSpeed = self.parts.booster.airControlSpeed - (self.mechMass/60)
  21. self.flightControlSpeed = self.parts.booster.flightControlSpeed - (self.mechMass/60)
  22. self.groundSpeed = self.parts.legs.groundSpeed - (self.mechMass/40)
  23. self.jumpVelocity = self.parts.legs.jumpVelocity - (self.mechMass/40)
  24.  
  25.  
  26.  
  27.  
  28. MECH STOMPIES
  29. ------------------
  30. 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.
  31.  
  32. 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.
  33.  
  34. Basically, your mechs damage to tiles (the "explosive" part) is based on its *current downward velocity* x mechMass. The maximum explosive damage is 55.
  35.  
  36. Actual damage done by simply *walking over enemies* is likewise based on mech mass. The maximum value is 300 damage
  37. The actual applied damage is the above value divided by 2.
  38.  
  39. 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.
  40.  
  41. 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
  42. mechs under 11 have the least impact
  43.  
  44.  
  45.  
  46.  
  47.  
  48. if your mass is above 22, your mech gets *0 passive regeneration*
  49.  
  50. if your energy is less than 50%, no matter your mass, your *passive regen shuts off*
  51.  
  52.  
  53. 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.
  54.  
  55. -- FU damage resistance from Mass********************************************************
  56. -- if mech is higher than rank 4 in protection (body), they have a chance to deflect incoming damage below a threshold
  57.  
  58. self.massProtection = self.parts.body.stats.protection * ((self.parts.body.stats.mechMass)/10)
  59.  
  60. the above result is the "threshold" you can defend against. anything higher than that cannot be blocked.
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