tonne of fixes
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@@ -30,7 +30,7 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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force = 6
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throwforce = 10
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embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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embedding = list("embed_chance" = 25, "fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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//embed_chance = 25 // Look up "is_pointed" to see where we set stakes able to do this.
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//embedded_fall_chance = 0.5 // Chance it will fall out.
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obj_integrity = 30
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@@ -93,7 +93,7 @@
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embedded()
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add_mob_blood(target)//Place blood on the stake
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loc = C // Put INSIDE the character
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B.receive_damage(w_class * embedding.embedded_impact_pain_multiplier)
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B.receive_damage(w_class * embedding.pain_mult)
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if(C.mind)
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var/datum/antagonist/bloodsucker/bloodsucker = C.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if(bloodsucker)
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@@ -118,7 +118,7 @@
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force = 8
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throwforce = 12
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armour_penetration = 10
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embedding = list("embed_chance" = 50, "embedded_fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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embedding = list("embed_chance" = 50, "fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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obj_integrity = 120
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max_integrity = 120
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