some adjustments for now
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@@ -187,10 +187,8 @@
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return BULLET_ACT_HIT
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if(!isturf(A.loc)) //NO MOTHERFLIPPIN MECHS!
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return BULLET_ACT_HIT
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A.visible_message("<span class='danger'>[A] dodges the bullet cleanly, they're immune to ranged weapons!</span>", "<span class='userdanger'>You dodge out of the way of the projectile!</span>")
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A.visible_message("<span class='danger'>[A] dodges the projectile cleanly, they're immune to ranged weapons!</span>", "<span class='userdanger'>You dodge out of the way of the projectile!</span>")
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playsound(get_turf(A), pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
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P.firer = A
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P.setAngle(rand(0, 360))//SHING
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return BULLET_ACT_FORCE_PIERCE
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/mob/living/carbon/human/proc/rising_bass_help()
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@@ -63,7 +63,7 @@
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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if((D.mobility_flags & MOBILITY_STAND))
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D.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
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D.DefaultCombatKnockdown(50) //Not much can really be done about the knockdown being so strong without a refactor
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D.DefaultCombatKnockdown(50)
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D.adjustStaminaLoss(40) //A cit specific change form the tg port to really punish anyone who tries to stand up
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D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
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"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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@@ -117,7 +117,7 @@
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if(!isturf(A.loc)) //NO MOTHERFLIPPIN MECHS!
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return BULLET_ACT_HIT
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if(A.in_throw_mode)
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A.visible_message("<span class='danger'>[A] effortlessly swats the projectile aside! They can block bullets with their bare hands!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
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A.visible_message("<span class='danger'>[A] effortlessly swats the projectile aside! They can deflect projectile with their bare hands!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
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playsound(get_turf(A), pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
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P.firer = A
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P.setAngle(rand(0, 360))//SHING
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