diff --git a/code/modules/mob/living/carbon/human/species_types/dwarves.dm b/code/modules/mob/living/carbon/human/species_types/dwarves.dm index 4b6357e910..006849309c 100644 --- a/code/modules/mob/living/carbon/human/species_types/dwarves.dm +++ b/code/modules/mob/living/carbon/human/species_types/dwarves.dm @@ -88,7 +88,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) // var/stored_alcohol = 250 //They start with 250 units, that ticks down and eventaully bad effects occur var/max_alcohol = 500 //Max they can attain, easier than you think to OD on alcohol. var/heal_rate = 0.5 //The rate they heal damages over 400 alcohol stored. Default is 0.5 so we times 3 since 3 seconds. - var/alcohol_rate = 0.25 //Its times 0.025 making it tick down by .25 per loop per 10. EX: 20 = .50 + var/alcohol_rate = 0.25 //The rate the alcohol ticks down per each iteration of dwarf_eth_ticker completing. var/filth_counter = 0 //Holder for the filth check cycle, basically contains how much filth dwarf sees numerically. //These count in on_life ticks which should be 2 seconds per every increment of 1 in a perfect world. var/dwarf_filth_ticker = 0 //Currently set =< 4, that means this will fire the proc around every 4-8 seconds. @@ -172,7 +172,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) // if(stored_alcohol > max_alcohol) //Dwarves technically start at 250 alcohol stored. stored_alcohol = max_alcohol var/heal_amt = heal_rate - stored_alcohol -= alcohol_rate + stored_alcohol -= alcohol_rate //Subtracts alcohol_Rate from stored alcohol so EX: 250 - 0.25 per each loop that occurs. if(stored_alcohol > 400) //If they are over 400 they start regenerating owner.adjustBruteLoss(-heal_amt) //But its alcohol, there will be other issues here. owner.adjustFireLoss(-heal_amt) //Unless they drink casually all the time.