From f26a9b948c2c8c65f128aeb52c6346357a36b8eb Mon Sep 17 00:00:00 2001 From: necromanceranne Date: Fri, 3 Apr 2020 10:50:26 +1100 Subject: [PATCH] pawnch harder get tired less this is a balance change now I guess --- code/modules/mob/living/carbon/human/species.dm | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index 3f7b7d5914..b2aeab4a5c 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -1474,7 +1474,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) else user.do_attack_animation(target, ATTACK_EFFECT_PUNCH) - user.adjustStaminaLossBuffered(5) //CITADEL CHANGE - makes punching cause staminaloss + user.adjustStaminaLossBuffered(3.5) //CITADEL CHANGE - makes punching cause staminaloss var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh) var/puncherstam = user.getStaminaLoss() @@ -1483,8 +1483,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) var/punchedbrute = target.getBruteLoss() //CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage - if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && damage < user.dna.species.punchstunthreshold) - damage = user.dna.species.punchstunthreshold - 1 + if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + damage *= 1.5 if(!CHECK_MOBILITY(user, MOBILITY_STAND)) damage *= 0.5 if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) @@ -1498,7 +1498,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage) miss_chance = 0 else - miss_chance = min(clamp(((puncherstam + puncherbrute)*0.5) - ((punchedstam + punchedbrute)*0.5), 0, 100)) //probability of miss based on half your stamina and brute total against half their stamina and brute total. Capped at max 100 and min 0 to prevent weirdness in prob() + miss_chance = min(10 + ((puncherstam + puncherbrute)*0.5), 100) //probability of miss has a base of 10, and modified based on half your stamina and brute total. Capped at max 100 and min 0 to prevent weirdness in prob() if(!damage || !affecting || prob(miss_chance))//future-proofing for species that have 0 damage/weird cases where no zone is targeted playsound(target.loc, user.dna.species.miss_sound, 25, TRUE, -1) @@ -1536,7 +1536,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) target.visible_message("[user] knocks [target] down!", \ "You're knocked down by [user]!", "You hear aggressive shuffling followed by a loud thud!", COMBAT_MESSAGE_RANGE, user) to_chat(user, "You knock [target] down!") - var/knockdown_duration = 40 + (target.getStaminaLoss() + (target.getBruteLoss()*0.5))*0.8 - armor_block + var/knockdown_duration = 40 + (punchedstam + (punchedbrute*0.5))*0.8 - armor_block target.DefaultCombatKnockdown(knockdown_duration) target.forcesay(GLOB.hit_appends) log_combat(user, target, "got a stun punch with their previous punch")