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Drask burn_mod down from 4 to 2. Now it takes 5 laser shots to kill them, or 8 welder hits
Regen values altered to reflect that change in the maths: Tier 3 regeneration: 10 brute and 10 burn per breath (once every four seconds) Tier 2 regeneration: 6 brute and 6 burn per breath Tier 1 regeneration: 3 brute and 3 burn per breath Tier 3 regeneration now requires an upgraded freezer to get internals cold enough hot_env_multiplier = 2 added Signed-off-by: HugoLuman <qaggeler@uci.edu>
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@@ -15,7 +15,7 @@
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male_scream_sound = 'sound/voice/DraskTalk2.ogg'
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female_scream_sound = 'sound/voice/DraskTalk2.ogg'
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burn_mod = 4
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burn_mod = 2
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//exotic_blood = "cryoxadone"
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body_temperature = 273
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@@ -40,6 +40,7 @@
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heat_level_2 = 340 //Default 400
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heat_level_3 = 400 //Default 460
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heat_level_3_breathe = 600 //Default 1000
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hot_env_multiplier = 2
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flesh_color = "#a3d4eb"
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reagent_tag = PROCESS_ORG
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@@ -66,18 +67,18 @@
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to_chat(H, "<span class='warning'>You feel your face burning and a searing heat in your lungs!</span>")
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switch(breath.temperature)
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if(-INFINITY to 120)
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H.adjustFireLoss(cold_env_multiplier*COLD_GAS_DAMAGE_LEVEL_3)
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if(-INFINITY to 65)
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H.adjustFireLoss(cold_env_multiplier*5) //Has to be half the brute, since it has a 2x multiplier from burn_mod
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H.adjustBruteLoss(cold_env_multiplier*10)
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H.fire_alert = max(H.fire_alert, 1) //To alert that their breath is cold enough for healing. Does not seem to affect cold movement slowdown
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if(121 to 200)
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H.adjustFireLoss(cold_env_multiplier*COLD_GAS_DAMAGE_LEVEL_2)
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if(66 to 200)
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H.adjustFireLoss(cold_env_multiplier*3)
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H.adjustBruteLoss(cold_env_multiplier*6)
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H.fire_alert = max(H.fire_alert, 1)
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if(201 to 260)
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H.adjustFireLoss(cold_env_multiplier*COLD_GAS_DAMAGE_LEVEL_1)
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H.adjustFireLoss(cold_env_multiplier*1.5)
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H.adjustBruteLoss(cold_env_multiplier*3)
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H.fire_alert = max(H.fire_alert, 1)
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