makes it compile.
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@@ -167,7 +167,7 @@ Credit where due:
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number_players -= 30
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starter_servants += round(number_players / 10)
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starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
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GLOB.clockwork_vitality += 60 * starter_servants //Add some starter vitality based on
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GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
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while(starter_servants)
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var/datum/mind/servant = antag_pick(antag_candidates)
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servants_to_serve += servant
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@@ -343,8 +343,6 @@ Credit where due:
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or splashed onto metal sheets to make brass. This chemical can be found in minimal quantities by grinding brass sheets.\
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<li><b>Brass Flasks:</b>Intended to store Zelus Oil in, but can also be used as fragile single use throwing weapons in a pinch! \
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These are crafted with a single sheet of brass and fit in the Clockwork Cuirass' suit storage.\
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<hr>\
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<li><b>Extra Vitality Matrix:</b> You start your quest with some spare Vitality charge to help recover from any initial foul up. \
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<b>Good luck!</b>"
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/obj/item/paper/servant_primer/Initialize()
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@@ -151,9 +151,9 @@
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var/burndamage = L.getFireLoss()
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if(brutedamage || burndamage)
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var/efficiency = 0.75
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var/vitality_cost = FLOOR((brutedamage + burndamage * efficienty) / 10, 1)
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var/vitality_cost = FLOOR((brutedamage + burndamage * efficiency) / 10, 1)
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if(GLOB.clockwork_vitality < vitality_cost)
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efficiency = efficienty * round(GLOB.clockwork_vitality / vitality_cost, 0.1)
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efficiency = efficiency * round(GLOB.clockwork_vitality / vitality_cost, 0.1)
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L.adjustBruteLoss(-(brutedamage * efficiency))
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L.adjustFireLoss(-(burndamage * efficiency))
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GLOB.clockwork_vitality = min(GLOB.clockwork_vitality - vitality_cost, 0)
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