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))