Physiology so species changes dont fuck it up

This commit is contained in:
Arturlang
2019-12-29 01:58:00 +02:00
committed by GitHub
parent c4975d88e4
commit 207a72b84c
@@ -183,7 +183,7 @@
BuyPower(new /datum/action/bloodsucker/masquerade)
BuyPower(new /datum/action/bloodsucker/veil)
// Traits
for (var/T in defaultTraits)
for(var/T in defaultTraits)
ADD_TRAIT(owner.current, T, "bloodsucker")
if(HAS_TRAIT(owner.current, TRAIT_TOXINLOVER)) //No slime bonuses here, no thank you
had_toxlover = TRUE
@@ -200,10 +200,10 @@
var/mob/living/carbon/human/H = owner.current
var/datum/species/S = H.dna.species
// Make Changes
S.brutemod *= 0.8 // <-------------------- Start small, but burn mod increases based on rank!
S.coldmod = 0
S.stunmod *= 0.35
S.siemens_coeff *= 0.75 //base electrocution coefficient 1
physiology.brutemod *= 0.8 // <-------------------- Start small, but burn mod increases based on rank!
physiology.coldmod = 0
physiology.stunmod *= 0.35
physiology.siemens_coeff *= 0.75 //base electrocution coefficient 1
//S.heatmod += 0.5 // Heat shouldn't affect. Only Fire.
//S.punchstunthreshold = 8 //damage at which punches from this race will stun 9
S.punchdamagelow += 1 //lowest possible punch damage 0