[MIRROR] Rebalances Hearty Punch (#5643)
* Rebalances Hearty Punch (#35836) Changed healing rates to be more in par with Atropine but not as weak. Increased metabolization rate. balance: Rebalanced healing properties. Metabolization rate upped. It still allows you to keep on fighting during duress and its combat properties have remained untouched. Also, I think it's an oversight that something with this much alcohol could heal what would be proper ethanol damage suffered from consuming what is a high amount of BAC you'll get from drinking a cocktail like this * Rebalances Hearty Punch
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Poojawa
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@@ -1110,8 +1110,8 @@ All effects don't start immediately, but rather get worse over time; the rate is
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id = "hearty_punch"
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description = "Brave bull/syndicate bomb/absinthe mixture resulting in an energizing beverage. Mild alcohol content."
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color = rgb(140, 0, 0)
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boozepwr = 10
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metabolization_rate = 0.1 * REAGENTS_METABOLISM
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boozepwr = 90
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metabolization_rate = 0.4 * REAGENTS_METABOLISM
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taste_description = "bravado in the face of disaster"
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glass_icon_state = "hearty_punch"
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glass_name = "Hearty Punch"
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@@ -1119,11 +1119,11 @@ All effects don't start immediately, but rather get worse over time; the rate is
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/datum/reagent/consumable/ethanol/hearty_punch/on_mob_life(mob/living/M)
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if(M.health <= 0)
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M.adjustBruteLoss(-7, 0)
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M.adjustFireLoss(-7, 0)
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M.adjustToxLoss(-7, 0)
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M.adjustOxyLoss(-7, 0)
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M.adjustCloneLoss(-7, 0)
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M.adjustBruteLoss(-3, 0)
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M.adjustFireLoss(-3, 0)
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M.adjustCloneLoss(-5, 0)
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M.adjustOxyLoss(-4, 0)
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M.adjustToxLoss(-3, 0)
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. = 1
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return ..() || .
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