Increased chance of deconversion when applyinb brute force to head. The more hurt they are, the more likely they are to deconvert.

This commit is contained in:
Ikarrus
2015-03-03 00:30:29 -07:00
parent 9b28452bfe
commit 4d25d10d91
2 changed files with 12 additions and 10 deletions
@@ -179,11 +179,12 @@ emp_act
switch(hit_area)
if("head") //Harder to score a stun but if you do it lasts a bit longer
if(stat == CONSCIOUS && prob(I.force))
visible_message("<span class='danger'>[src] has been knocked unconscious!</span>", \
"<span class='userdanger'>[src] has been knocked unconscious!</span>")
apply_effect(20, PARALYZE, armor)
if(src != user && I.damtype == BRUTE)
if(stat == CONSCIOUS)
if(prob(I.force))
visible_message("<span class='danger'>[src] has been knocked unconscious!</span>", \
"<span class='userdanger'>[src] has been knocked unconscious!</span>")
apply_effect(20, PARALYZE, armor)
if(prob(I.force + ((100 - src.health)/2)) && src != user && I.damtype == BRUTE)
ticker.mode.remove_revolutionary(mind)
ticker.mode.remove_gangster(mind, exclude_bosses=1)
if(bloody) //Apply blood
@@ -925,11 +925,12 @@
switch(hit_area)
if("head") //Harder to score a stun but if you do it lasts a bit longer
if(H.stat == CONSCIOUS && prob(I.force) && armor < 50)
H.visible_message("<span class='danger'>[H] has been knocked unconscious!</span>", \
"<span class='userdanger'>[H] has been knocked unconscious!</span>")
H.apply_effect(20, PARALYZE, armor)
if(H != user && I.damtype == BRUTE)
if(H.stat == CONSCIOUS && armor < 50)
if(prob(I.force))
H.visible_message("<span class='danger'>[H] has been knocked unconscious!</span>", \
"<span class='userdanger'>[H] has been knocked unconscious!</span>")
H.apply_effect(20, PARALYZE, armor)
if(prob(I.force + ((100 - H.health)/2)) && H != user && I.damtype == BRUTE)
ticker.mode.remove_revolutionary(H.mind)
ticker.mode.remove_gangster(H.mind, exclude_bosses=1)