diff --git a/code/datums/martial/sleeping_carp.dm b/code/datums/martial/sleeping_carp.dm index 6db90decbc..3338b170c3 100644 --- a/code/datums/martial/sleeping_carp.dm +++ b/code/datums/martial/sleeping_carp.dm @@ -139,7 +139,6 @@ ADD_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT) H.physiology.brute_mod *= 0.4 //brute is really not gonna cut it H.physiology.burn_mod *= 0.7 //burn is distinctly more useful against them than brute but they're still resistant - H.physiology.stamina_mod *= 0.5 //stun batons prove to be one of the few ways to fight them. They have stun resistance already, so I think doubling down too hard on this resistance is a bit much. H.physiology.stun_mod *= 0.3 //for those rare stuns H.physiology.pressure_mod *= 0.3 //go hang out with carp H.physiology.cold_mod *= 0.3 //cold mods are different to burn mods, they do stack however @@ -154,7 +153,6 @@ REMOVE_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT) H.physiology.brute_mod = initial(H.physiology.brute_mod) H.physiology.burn_mod = initial(H.physiology.burn_mod) - H.physiology.stamina_mod = initial(H.physiology.stamina_mod) H.physiology.stun_mod = initial(H.physiology.stun_mod) H.physiology.pressure_mod = initial(H.physiology.pressure_mod) //no more carpies H.physiology.cold_mod = initial(H.physiology.cold_mod)