From 8a193304ee9d4eb29cbaa1e2804cab0d1e4dd8d3 Mon Sep 17 00:00:00 2001 From: Artur Date: Mon, 6 Jan 2020 20:22:39 +0100 Subject: [PATCH] Buffs torpor without coffin --- code/modules/antagonists/bloodsucker/bloodsucker_life.dm | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm index 95c85e7344..7defe8b0a3 100644 --- a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm +++ b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm @@ -97,7 +97,7 @@ var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire) var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_DEATHCOMA)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin) if(amInCoffinWhileTorpor) - mult *= 5 // Increase multiplier if we're sleeping in a coffin. + mult *= 3 // Increase multiplier if we're sleeping in a coffin. fireheal = min(C.getFireLoss_nonProsthetic(), regenRate) // NOTE: Burn damage ONLY heals in torpor. costMult = 0.25 C.ExtinguishMob() @@ -118,6 +118,8 @@ if(bruteheal + fireheal + toxinheal > 0) // Just a check? Don't heal/spend, and return. if(mult == 0) return TRUE + if(stat >= UNCONSCIOUS) //Faster regeneration while unconcious, so you dont have to wait all day + mult *= 2 // We have damage. Let's heal (one time) C.adjustBruteLoss(-bruteheal * mult, forced = TRUE)// Heal BRUTE / BURN in random portions throughout the body. C.adjustFireLoss(-fireheal * mult, forced = TRUE)