Would you like some defines in these trying times?
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@@ -53,7 +53,7 @@
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if(!(O.resistance_flags & ACID_PROOF))
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if(prob(33))
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playsound(O.loc, 'sound/items/welder.ogg', 150, 1)
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O.take_damage(min(1 + round(sqrt(level)*0.3), 300), BURN, "acid", 0)
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O.take_damage(min(1 + round(sqrt(level)*0.3), 300), BURN, ACID, 0)
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level = max(level - (5 + 3*round(sqrt(level))), 0)
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if(level <= 0)
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@@ -2,7 +2,7 @@
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var/amount = 0
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var/maxamount = 3
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var/upgrade_item = /obj/item/stack/sheet/animalhide/goliath_hide
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var/datum/armor/added_armor = list("melee" = 10)
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var/datum/armor/added_armor = list(MELEE = 10)
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var/upgrade_name
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/datum/component/armor_plate/Initialize(_maxamount,obj/item/_upgrade_item,datum/armor/_added_armor)
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@@ -152,7 +152,7 @@
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to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
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var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness())
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/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
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