Caps claw damage
The claw can now only have a maximum of bonus 18 damage caused by combo (after 10 consecutive hits against the same target), making it 33 damage total. The target shouldn't be standing by then anyways if they attacked them consecutively, but if they still are, better to have this capped.
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@@ -24,6 +24,7 @@
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var/mob/living/last_attacked
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var/combo = 0
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var/damage_per_combo = 2
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var/maximum_combo_damage = 18 //33 damage on max stacks. Usually the target will already be dead by then but if they somehow aren't, better to have this capped
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/obj/item/clockwork/brass_claw/Initialize()
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. = ..()
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@@ -31,7 +32,7 @@
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/obj/item/clockwork/brass_claw/examine(mob/user)
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if(is_servant_of_ratvar(user))
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clockwork_desc += "\n<span class='brass'>It has </span><span class='inathneq_small'><b>[combo]</span></b><span class='brass'> combo stacks built up against the current target, causing </span><span class='inathneq_small'><b>[combo * damage_per_combo]</span></b><span class='brass'> bonus damage.</span>"
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clockwork_desc += "\n<span class='brass'>It has </span><span class='inathneq_small'><b>[combo]</span></b><span class='brass'> combo stacks built up against the current target, causing </span><span class='inathneq_small'><b>[min(maximum_combo_damage, combo * damage_per_combo)]</span></b><span class='brass'> bonus damage.</span>"
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. = ..()
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clockwork_desc = initial(clockwork_desc)
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@@ -47,4 +48,4 @@
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combo++
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else
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combo += 3
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target.adjustBruteLoss(combo * damage_per_combo)
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target.adjustBruteLoss(min(maximum_combo_damage, combo * damage_per_combo))
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