From 3235b77eaa3274e596de03e1053194d29ec4d22b Mon Sep 17 00:00:00 2001 From: Cameron653 Date: Sun, 15 Oct 2017 15:22:31 -0400 Subject: [PATCH] Update station_special_abilities_vr.dm --- .../human/species/station/station_special_abilities_vr.dm | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm index b373166cdc..e45678cc96 100644 --- a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm +++ b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm @@ -427,12 +427,14 @@ if(3 to 99) C.nutrition = (C.nutrition + (T.nutrition*0.1)) //Just keep draining them. T.nutrition = T.nutrition*0.9 + T.eye_blurry += 5 //Some eye blurry just to signify to the prey that they are still being drained. This'll stack up over time, leave the prey a bit more "weakened" after the deed is done. if(T.nutrition < 100 && stage < 99)//Did they drop below 100 nutrition? If so, immediately jump to stage 99 so it can advance to 100. stage = 99 if(100) C.nutrition = (C.nutrition + T.nutrition) T.nutrition = 0 //Completely drained of everything. - T.apply_damage(100, HALLOSS) //Knock em out. + var/damage_to_be_applied = T.species.total_health //Get their max health. + T.apply_damage(damage_to_be_applied, HALLOSS) //Knock em out. C.absorbing_prey = 0 C << "You have completely drained [T], causing them to pass out." T << "You feel weak, as if you have no control over your body whatsoever as [C] finishes draining you.!" @@ -490,6 +492,7 @@ if(3 to 48) //Should be more than enough to get under 100. C.nutrition = (C.nutrition + (T.nutrition*0.1)) //Just keep draining them. T.nutrition = T.nutrition*0.9 + T.eye_blurry += 5 //Some eye blurry just to signify to the prey that they are still being drained. This'll stack up over time, leave the prey a bit more "weakened" after the deed is done. if(T.nutrition < 100)//Did they drop below 100 nutrition? If so, do one last check then jump to stage 50 (Lethal!) stage = 49 if(49) @@ -517,6 +520,7 @@ msg_admin_attack("[key_name(T)] was completely drained of all nutrition by [key_name(C)]") return T.adjustBrainLoss(5) //Will kill them after a short bit! + T.eye_blurry += 20 //A lot of eye blurry just to signify to the prey that they are still being drained. This'll stack up over time, leave the prey a bit more "weakened" after the deed is done. More than non-lethal due to their lifeforce being sucked out C.nutrition = (C.nutrition + 25) //Assuming brain damage kills at 60, this gives 300 nutrition. if(100) //They shouldn't survive long enough to get here, but just in case. src << "You suck out the last remaining portion of [T]'s lifeforce." @@ -533,4 +537,4 @@ if(!do_mob(C, T, 50) || G.state != GRAB_NECK) //One drain tick every 5 seconds. C << "Our draining of [T] has been interrupted!" C.absorbing_prey = 0 - return \ No newline at end of file + return