Update stunbaton.dm

This commit is contained in:
silicons
2021-09-08 20:43:10 -07:00
committed by GitHub
parent cb4ba0b02a
commit 5bf71cdcc8

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@@ -16,8 +16,9 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
attack_speed = CLICK_CD_MELEE
var/stamina_loss_amount = 40
var/stamina_loss_amount = 35
var/turned_on = FALSE
var/armor_pen = 100
var/knockdown = TRUE
/// block percent needed to prevent knockdown/disarm
var/block_percent_to_counter = 50
@@ -80,16 +81,6 @@
//we're below minimum, turn off
switch_status(FALSE)
///Check for our cell to determine how much penetration our weapon does.
/obj/item/melee/baton/proc/get_cell_zap_pen()
var/obj/item/stock_parts/cell/copper_top = get_cell()
if(copper_top)
var/chargepower = copper_top.maxcharge
var/zap_penetration = (chargepower/1000) //This is our effective penetration. Every 1000 max charge, we get 1 pen power. A high capacity cell is equal to 10 armor pen, as an example.
return zap_penetration
else
return 0
/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
if(turned_on != new_status)
turned_on = new_status
@@ -198,7 +189,7 @@
return FALSE
var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
var/shoved = FALSE //Did we succeed on knocking our target over?
var/zap_penetration = get_cell_zap_pen() //Find out what kind of cell we have, and calculating the resultant armor pen we get from it
var/zap_penetration = armor_pen
var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
@@ -333,7 +324,8 @@
w_class = WEIGHT_CLASS_BULKY
force = 3
throwforce = 5
stamina_loss_amount = 25
stamina_loss_amount = 30
armor_pen = 35
hitcost = 1000
throw_hit_chance = 10
slot_flags = ITEM_SLOT_BACK