diff --git a/modular_skyrat/modules/gladiator/code/game/objects/items/gladiator_items.dm b/modular_skyrat/modules/gladiator/code/game/objects/items/gladiator_items.dm index 7101192c0b4..bb1edb50eae 100644 --- a/modular_skyrat/modules/gladiator/code/game/objects/items/gladiator_items.dm +++ b/modular_skyrat/modules/gladiator/code/game/objects/items/gladiator_items.dm @@ -69,13 +69,11 @@ actions_types = list(/datum/action/item_action/berserk_mode) ///tracks whether or not the armor's charge is equal to or greater than 100% so it does not do the bubble alert twice var/charged = FALSE - ///ditto, but for the overcharge at 200% - var/overcharged = FALSE /obj/item/clothing/head/hooded/berserker/gatsu/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT) - + /obj/item/clothing/head/hooded/berserker/gatsu/examine() . = ..() . += span_warning("Berserk mode is usable at 100% charge but can gain up to 200% charge for extended duration.") //woag!!! @@ -87,13 +85,11 @@ if(ishuman(loc)) end_berserk(loc) charged = FALSE - overcharged = FALSE /obj/item/clothing/head/hooded/berserker/gatsu/dropped(mob/user) . = ..() end_berserk(user) charged = FALSE - overcharged = FALSE /obj/item/clothing/head/hooded/berserker/gatsu/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(berserk_active) @@ -105,9 +101,6 @@ if(berserk_charge >= BERSERK_HALF_CHARGE & charged == FALSE) balloon_alert(owner, "berserk charged") charged = TRUE - if(berserk_charge >= MAX_BERSERK_CHARGE & overcharged == FALSE) - balloon_alert(owner, "berserk overcharged") - overcharged = TRUE /obj/item/clothing/head/hooded/berserker/gatsu/IsReflect() if(berserk_active) @@ -128,8 +121,8 @@ wound_bonus = 10 bare_wound_bonus = 5 resistance_flags = INDESTRUCTIBLE - armour_penetration = 50 //this boss is really hard and this sword is really big - block_chance = 30 + armour_penetration = 35 //this boss is really hard and this sword is really big + block_chance = 25 sharpness = SHARP_EDGED // aughhghghgh this really should be elementized but this works for now var/faction_bonus_force = 100