diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm index 62bde0e4e6..c24d95f7d3 100644 --- a/code/game/objects/items/stunbaton.dm +++ b/code/game/objects/items/stunbaton.dm @@ -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