From 23c8ae02815fcf9ecea2f127da759427a6dc5c64 Mon Sep 17 00:00:00 2001 From: Zuhayr Date: Sun, 16 Jun 2013 22:33:12 -0700 Subject: [PATCH] Adjustment to melee weapon embedding, so that axes don't instantly get ripped out of your hands in combat. --- code/modules/mob/living/carbon/human/human_damage.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index 78038f5c84a..f281015f757 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -227,7 +227,7 @@ if(!organ) return if(istype(used_weapon,/obj/item/weapon)) var/obj/item/weapon/W = used_weapon //Sharp objects will always embed if they do enough damage. - if(damage > (5*W.w_class) && (prob(damage/W.w_class) || sharp)) //The larger it is, the harder it needs to hit to stick. + if( (damage > (10*W.w_class)) && ( (sharp && !ismob(W.loc)) || prob(damage/W.w_class) ) ) organ.implants += W visible_message("\The [W] sticks in the wound!") W.add_blood(src) @@ -237,7 +237,7 @@ W.loc = src else if(istype(used_weapon,/obj/item/projectile)) //We don't want to use the actual projectile item, so we spawn some shrapnel. - if(prob(50) && damagetype == BRUTE) + if(prob(75) && damagetype == BRUTE) var/obj/item/projectile/P = used_weapon var/obj/item/weapon/shard/shrapnel/S = new() S.name = "[P.name] shrapnel"