diff --git a/code/modules/mob/living/carbon/human/human_attackhand.dm b/code/modules/mob/living/carbon/human/human_attackhand.dm index 68680a432c..6b12d0ea9b 100644 --- a/code/modules/mob/living/carbon/human/human_attackhand.dm +++ b/code/modules/mob/living/carbon/human/human_attackhand.dm @@ -252,7 +252,7 @@ var/armor_check = run_armor_check(affecting, "melee") apply_effect(3, WEAKEN, armor_check) playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1) - if(armor_check < 2) + if(armor_check < 60) visible_message("[M] has pushed [src]!") else visible_message("[M] attempted to push [src]!") diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 4a25b7ce29..e34a4de79e 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -16,14 +16,14 @@ emp_act var/obj/item/organ/external/organ = get_organ() - //Shields + //Shields var/shield_check = check_shields(P.damage, P, null, def_zone, "the [P.name]") if(shield_check) if(shield_check < 0) return shield_check else P.on_hit(src, 2, def_zone) - return 2 + return 2 //Shrapnel if(P.can_embed()) @@ -156,13 +156,13 @@ emp_act target_zone = user.zone_sel.selecting if(!target_zone) visible_message("[user] misses [src] with \the [I]!") - return 1 + return 0 var/obj/item/organ/external/affecting = get_organ(target_zone) if (!affecting || (affecting.status & ORGAN_DESTROYED) || affecting.is_stump()) user << "They are missing that limb!" - return + return 0 var/effective_force = I.force if(user.a_intent == "disarm") effective_force = round(I.force/2) @@ -196,7 +196,7 @@ emp_act weapon_sharp = 0 weapon_edge = 0 - if(armor >= 2) return 0 + if(armor >= 100) return 0 if(!effective_force) return 0 var/Iforce = effective_force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords) @@ -229,7 +229,7 @@ emp_act if(prob(effective_force + 10)) apply_effect(6, WEAKEN, armor) visible_message("[src] has been knocked down!") - + //Apply blood if(bloody) switch(hit_area) @@ -313,7 +313,7 @@ emp_act src.visible_message("\red [src] has been hit in the [hit_area] by [O].") var/armor = run_armor_check(affecting, "melee", O.armor_penetration, "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here - if(armor < 2) + if(armor < 100) apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O) if(ismob(O.thrower))