Physiology so species changes dont fuck it up
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@@ -183,7 +183,7 @@
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BuyPower(new /datum/action/bloodsucker/masquerade)
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BuyPower(new /datum/action/bloodsucker/veil)
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// Traits
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for (var/T in defaultTraits)
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for(var/T in defaultTraits)
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ADD_TRAIT(owner.current, T, "bloodsucker")
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if(HAS_TRAIT(owner.current, TRAIT_TOXINLOVER)) //No slime bonuses here, no thank you
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had_toxlover = TRUE
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@@ -200,10 +200,10 @@
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var/mob/living/carbon/human/H = owner.current
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var/datum/species/S = H.dna.species
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// Make Changes
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S.brutemod *= 0.8 // <-------------------- Start small, but burn mod increases based on rank!
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S.coldmod = 0
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S.stunmod *= 0.35
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S.siemens_coeff *= 0.75 //base electrocution coefficient 1
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physiology.brutemod *= 0.8 // <-------------------- Start small, but burn mod increases based on rank!
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physiology.coldmod = 0
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physiology.stunmod *= 0.35
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physiology.siemens_coeff *= 0.75 //base electrocution coefficient 1
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//S.heatmod += 0.5 // Heat shouldn't affect. Only Fire.
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//S.punchstunthreshold = 8 //damage at which punches from this race will stun 9
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S.punchdamagelow += 1 //lowest possible punch damage 0
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