diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm index a8c2703bc9..1bf9b01403 100644 --- a/code/__DEFINES/combat.dm +++ b/code/__DEFINES/combat.dm @@ -280,7 +280,7 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list( /// changeNext_move penalty multiplier of the above. #define STAM_CRIT_ITEM_ATTACK_DELAY 1.75 /// Damage penalty when fighting prone. -#define LYING_DAMAGE_PENALTY 0.5 +#define LYING_DAMAGE_PENALTY 0.7 /// Added delay when firing guns stam-softcritted. Summed with a hardset CLICK_CD_RANGE delay, similar to STAM_CRIT_DAMAGE_DELAY otherwise. #define STAM_CRIT_GUN_DELAY 2.75 diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index eba125384b..6a26a6f116 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -67,9 +67,9 @@ /** * Called when someone uses us to attack a mob in melee combat. - * + * * This proc respects CheckAttackCooldown() default clickdelay handling. - * + * * @params * * mob/living/M - target * * mob/living/user - attacker @@ -201,9 +201,9 @@ if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) bad_trait = SKILL_COMBAT_MODE //blacklist combat skills. if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) - . *= 0.5 + . *= 0.8 else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) - . *= 1.5 + . *= 1.2 if(!user.mind || !I.used_skills) return @@ -220,7 +220,7 @@ * Also called when clicking on something with an item without being in melee range * * WARNING: This does not automatically check clickdelay if not in a melee attack! Be sure to account for this! - * + * * @params * * target - The thing we clicked * * user - mob of person clicking diff --git a/code/datums/martial/_martial.dm b/code/datums/martial/_martial.dm index 8241f685d7..d4ba182d42 100644 --- a/code/datums/martial/_martial.dm +++ b/code/datums/martial/_martial.dm @@ -44,11 +44,11 @@ //Here we roll for our damage to be added into the damage var in the various attack procs. This is changed depending on whether we are in combat mode, lying down, or if our target is in combat mode. var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh) if(SEND_SIGNAL(D, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) - damage *= 1.5 + damage *= 1.2 if(!CHECK_MOBILITY(A, MOBILITY_STAND)) - damage *= 0.5 + damage *= 0.8 if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) - damage *= 0.25 + damage *= 0.8 return damage /datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE) diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index 4d7f82c252..430227a39c 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -1492,11 +1492,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) //CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage if(!SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) - damage *= 1.5 + damage *= 1.2 if(!CHECK_MOBILITY(user, MOBILITY_STAND)) - damage *= 0.5 + damage *= 0.8 if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) - damage *= 0.25 + damage *= 0.8 //END OF CITADEL CHANGES var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))