Adjustment to melee weapon embedding, so that axes don't instantly get ripped out of your hands in combat.

This commit is contained in:
Zuhayr
2013-06-16 22:33:12 -07:00
parent 320643a52e
commit 23c8ae0281
@@ -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("<span class='danger'>\The [W] sticks in the wound!</span>")
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"