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PTL renumber #18505
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TobleroneSwordfish
merged 4 commits into
goonstation:master
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TobleroneSwordfish:ptl_renumber
Apr 16, 2024
Merged
PTL renumber #18505
TobleroneSwordfish
merged 4 commits into
goonstation:master
from
TobleroneSwordfish:ptl_renumber
Apr 16, 2024
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A-Game-Objects
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pgmzeta
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Apr 14, 2024
code/modules/power/pt_laser.dm
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@@ -465,25 +465,25 @@ | |||
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//this will probably need fiddling with, hard to decide on reasonable values | |||
switch(power) | |||
if(10 to 1e7) | |||
if(10 to 10 MEGA WATTS) |
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should this be to 5 MEGA WATTS?
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Good catch, you really would think the compiler should be able to catch this.
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[BALANCE] [GAME OBJECTS]
About the PR
Lowers the thresholds for Dangerous PTL effects and scales the money generation function down so that decent amounts of money can be made at much more reasonable power levels.
The PTL will now blow off limbs at 5MW, gib at 200MW and explosive gib at 5GW.
The power generation function is a bit more complicated but should now generate around twice as much at lower levels and scale up a lot faster.
Why's this needed?
The PTL scaling was written for old hellburns and has not been adjusted for new TEG/singulo/nuke engine numbers.
Changelog