diff --git a/hyperstation/code/obj/ZaoCorp/Zweihander.dm b/hyperstation/code/obj/ZaoCorp/Zweihander.dm index 34a37207d..5ac7e6b34 100644 --- a/hyperstation/code/obj/ZaoCorp/Zweihander.dm +++ b/hyperstation/code/obj/ZaoCorp/Zweihander.dm @@ -24,7 +24,7 @@ var/throw_hit_chance = 40 var/cooldown = 0 - var/stunforce = 120 + var/stunforce = 80 //Might add a powercell to this once I know more about coding, or if someone wants to help with this, who knows! @@ -45,22 +45,10 @@ zwei_stun(hit_atom) /obj/item/twohanded/required/zao/zweihander/pickup(mob/user) - if(HAS_TRAIT(user, ZAOCORP_AUTHORIZATION)) || !on + if(HAS_TRAIT(user, ZAOCORP_AUTHORIZATION)) + return + if(!on) return - if(on) - var/mob/living/carbon/human/L = user - if(prob(50)) //Ill advised to pick up something sparking - L.electrocute_act(5, src, safety = 1) - playsound(get_turf(L), 'sound/magic/lightningbolt.ogg', 50, 1, -1) - L.adjustStaminaLoss(24, STAMINA) //BAD TOUCH - L.visible_message("[src] electrocutes [L]!","[src] electrocutes you!") - return - else - on = FALSE - icon_state = "zaohander_off" - if(src == user.get_active_held_item()) //update inhands - user.update_inv_hands() - return else on = FALSE icon_state = "zaohander_off" @@ -124,10 +112,8 @@ if(user.a_intent == INTENT_DISARM) if(on) if(zwei_stun(M, user)) - var/mob/living/carbon/human/H = M - user.do_attack_animation(H) + user.do_attack_animation(M) user.adjustStaminaLossBuffered(getweight()) - H.adjustStaminaLoss(8, STAMINA) return else M.visible_message("[user] has prodded [M] with [src]. Luckily it was off.", \ @@ -142,16 +128,10 @@ if(!M.anchored) M.throw_at(throw_target, rand(2,3), 2, user) cooldown = world.time + 100 - M.dropItemToGround(M.get_active_held_item()) - M.dropItemToGround(M.get_inactive_held_item()) - return - if((on) && (cooldown > world.time)) - user.visible_message("The [src] needs time to charge in order to use this again") return else M.visible_message("[user] has prodded [M] with [src]. Luckily it was off.", \ "[user] has prodded you with [src]. Luckily it was off") - return else ..() @@ -202,9 +182,9 @@ final_block_chance = 0 return if(attack_type == UNARMED_ATTACK) - final_block_chance = 90 //How easy is it to block a hand? + final_block_chance = 50 //How easy is it to block a hand? if(attack_type == PROJECTILE_ATTACK) - final_block_chance = 50 //With the suit it helps against bullets + final_block_chance = 25 //With the suit it helps against bullets if(attack_type == THROWN_PROJECTILE_ATTACK) final_block_chance = 40 //Sometimes you may be off guard if(attack_type == LEAP_ATTACK)