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fix: having higher sanity is no longer punished by making you enter crit faster balance: you can have 100 mood instead of 99 before it starts slowly decreasing Remember higher sanity is BETTER You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp). Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
34 lines
771 B
Plaintext
34 lines
771 B
Plaintext
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/mob/living/carbon/alien/larva/Life()
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set invisibility = 0
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if (notransform)
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return
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if(..()) //not dead
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// GROW!
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if(amount_grown < max_grown)
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amount_grown++
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update_icons()
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/mob/living/carbon/alien/larva/update_stat()
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if(status_flags & GODMODE)
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return
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if(stat != DEAD)
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if(health<= -maxHealth || !getorgan(/obj/item/organ/brain))
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death()
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return
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if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (has_trait(TRAIT_FAKEDEATH)) || health <= crit_threshold)
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if(stat == CONSCIOUS)
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stat = UNCONSCIOUS
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blind_eyes(1)
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update_canmove()
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else
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if(stat == UNCONSCIOUS)
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stat = CONSCIOUS
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resting = 0
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adjust_blindness(-1)
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update_canmove()
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update_damage_hud()
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update_health_hud()
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