From a18bcd05d7d7a20eca6a6d10081fdaf8ababd476 Mon Sep 17 00:00:00 2001 From: Ghommie <42542238+Ghommie@users.noreply.github.com> Date: Tue, 12 Nov 2019 02:38:45 +0100 Subject: [PATCH] makes it compile. --- code/game/gamemodes/clock_cult/clock_cult.dm | 4 +--- .../antagonists/clockcult/clock_effects/clock_sigils.dm | 4 ++-- 2 files changed, 3 insertions(+), 5 deletions(-) diff --git a/code/game/gamemodes/clock_cult/clock_cult.dm b/code/game/gamemodes/clock_cult/clock_cult.dm index a2a01fe6bd..76e6268977 100644 --- a/code/game/gamemodes/clock_cult/clock_cult.dm +++ b/code/game/gamemodes/clock_cult/clock_cult.dm @@ -167,7 +167,7 @@ Credit where due: number_players -= 30 starter_servants += round(number_players / 10) starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players) - GLOB.clockwork_vitality += 60 * starter_servants //Add some starter vitality based on + GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups while(starter_servants) var/datum/mind/servant = antag_pick(antag_candidates) servants_to_serve += servant @@ -343,8 +343,6 @@ Credit where due: or splashed onto metal sheets to make brass. This chemical can be found in minimal quantities by grinding brass sheets.\
  • Brass Flasks:Intended to store Zelus Oil in, but can also be used as fragile single use throwing weapons in a pinch! \ These are crafted with a single sheet of brass and fit in the Clockwork Cuirass' suit storage.\ -
    \ -
  • Extra Vitality Matrix: You start your quest with some spare Vitality charge to help recover from any initial foul up. \ Good luck!" /obj/item/paper/servant_primer/Initialize() diff --git a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm index 0a3232e3a7..1866a93246 100644 --- a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm +++ b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm @@ -151,9 +151,9 @@ var/burndamage = L.getFireLoss() if(brutedamage || burndamage) var/efficiency = 0.75 - var/vitality_cost = FLOOR((brutedamage + burndamage * efficienty) / 10, 1) + var/vitality_cost = FLOOR((brutedamage + burndamage * efficiency) / 10, 1) if(GLOB.clockwork_vitality < vitality_cost) - efficiency = efficienty * round(GLOB.clockwork_vitality / vitality_cost, 0.1) + efficiency = efficiency * round(GLOB.clockwork_vitality / vitality_cost, 0.1) L.adjustBruteLoss(-(brutedamage * efficiency)) L.adjustFireLoss(-(burndamage * efficiency)) GLOB.clockwork_vitality = min(GLOB.clockwork_vitality - vitality_cost, 0)