Tweaks pointblank multipliers to play better with droplimb thresholds

This commit is contained in:
mwerezak
2015-12-06 02:41:01 -05:00
parent 6688fc49fb
commit d508893e3c

View File

@@ -269,7 +269,7 @@
for(var/obj/item/weapon/grab/G in M.grabbed_by)
grabstate = max(grabstate, G.state)
if(grabstate >= GRAB_NECK)
damage_mult = 3.0
damage_mult = 2.5
else if(grabstate >= GRAB_AGGRESSIVE)
damage_mult = 1.5
P.damage *= damage_mult
@@ -341,7 +341,7 @@
in_chamber.on_hit(M)
if (in_chamber.damage_type != HALLOSS)
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
user.apply_damage(in_chamber.damage*3.0, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
user.death()
else
user << "<span class = 'notice'>Ow...</span>"