baton change
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@@ -181,14 +181,14 @@
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REMOVE_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_TASED_RESISTANCE, SLEEPING_CARP_TRAIT)
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H.physiology.brute_mod = initial(H.physiology.brute_mod)
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H.physiology.burn_mod = initial(H.physiology.burn_mod)
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H.physiology.stamina_mod = initial(H.physiology.stamina_mod)
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H.physiology.stun_mod = initial(H.physiology.stun_mod)
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H.physiology.pressure_mod = initial(H.physiology.pressure_mod) //no more carpies
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H.physiology.cold_mod = initial(H.physiology.cold_mod)
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H.physiology.heat_mod = initial(H.physiology.heat_mod)
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H.physiology.stamina_buffer_mod = initial(H.physiology.stamina_buffer_mod)
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H.physiology.brute_mod *= (1/0.4) //brute is really not gonna cut it
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H.physiology.burn_mod *= (1/0.7) //burn is distinctly more useful against them than brute but they're still resistant
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H.physiology.stamina_mod *= (1/0.4) //You take less stamina damage overall, but you do not reduce the damage from stun batons as much
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H.physiology.stun_mod *= (1/0.3) //for those rare stuns
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H.physiology.pressure_mod *= (1/0.3) //go hang out with carp
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H.physiology.cold_mod *= (1/0.3) //cold mods are different to burn mods, they do stack however
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H.physiology.heat_mod *= (1/2) //this is mostly so sleeping carp has a viable weakness. Cooking them alive. Setting them on fire and heating them will be their biggest weakness. The reason for this is....filet jokes.
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H.physiology.stamina_buffer_mod *= (1/0.75) //to help with some stamina
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H.faction -= "carp" //:(
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/mob/living/carbon/human/proc/sleeping_carp_help()
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@@ -205,7 +205,7 @@
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if(!disarming)
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if(knockdown && !countered)
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L.DefaultCombatKnockdown(50, override_stamdmg = 0, knocktofloor = !countered) //knockdown
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L.adjustStaminaLoss(stunpwr)
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L.apply_damage(stunpwr, STAMINA, BODY_ZONE_CHEST)
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else if(!countered)
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L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
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