diff --git a/code/modules/mob/living/brain/brain_item.dm b/code/modules/mob/living/brain/brain_item.dm index d635a4adb9..a60ec41961 100644 --- a/code/modules/mob/living/brain/brain_item.dm +++ b/code/modules/mob/living/brain/brain_item.dm @@ -10,7 +10,7 @@ organ_flags = ORGAN_VITAL attack_verb = list("attacked", "slapped", "whacked") ///The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth - decay_factor = STANDARD_ORGAN_DECAY / 2 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise + decay_factor = STANDARD_ORGAN_DECAY / 4 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise maxHealth = BRAIN_DAMAGE_DEATH low_threshold = 45 @@ -251,6 +251,7 @@ /obj/item/organ/brain/on_death() if(damage <= BRAIN_DAMAGE_DEATH) //rip brain_death = FALSE + applyOrganDamage(maxHealth * decay_factor) /obj/item/organ/brain/applyOrganDamage(var/d, var/maximum = maxHealth) diff --git a/code/modules/surgery/organs/heart.dm b/code/modules/surgery/organs/heart.dm index 3a64955f84..5fea801ba0 100644 --- a/code/modules/surgery/organs/heart.dm +++ b/code/modules/surgery/organs/heart.dm @@ -6,7 +6,7 @@ slot = ORGAN_SLOT_HEART healing_factor = STANDARD_ORGAN_HEALING - decay_factor = 5 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death + decay_factor = 4 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death low_threshold_passed = "Prickles of pain appear then die out from within your chest..." high_threshold_passed = "Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before."