From 4fb9f3edc31d84553f9fa889c5fa04bde01c82e3 Mon Sep 17 00:00:00 2001 From: Lhars Date: Fri, 20 Dec 2024 13:14:44 -0400 Subject: [PATCH] Update townguard.dm And now the fix for the town guard --- code/modules/jobs/job_types/roguetown/garrison/townguard.dm | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/code/modules/jobs/job_types/roguetown/garrison/townguard.dm b/code/modules/jobs/job_types/roguetown/garrison/townguard.dm index 06040544f..1be6296d8 100644 --- a/code/modules/jobs/job_types/roguetown/garrison/townguard.dm +++ b/code/modules/jobs/job_types/roguetown/garrison/townguard.dm @@ -108,7 +108,7 @@ Archer is basically a 'bounty-catcher' in function, less specialized at close-qu ..() H.mind.adjust_skillrank(/datum/skill/combat/bows, 3, TRUE) H.mind.adjust_skillrank(/datum/skill/combat/firearms, 3, TRUE) - H.mind.adjust_skillrank(/datum/skill/combat/crossbows, 3, TRUE) //Why master? Because all it does is effect draw time, which is strength x skill / 1.2. (Bow is just skill / 1.0). You get poor bonus strength, so you get skill to offset. + H.mind.adjust_skillrank(/datum/skill/combat/crossbows, 3, TRUE) //Why master? Because all it does is effect draw time, which is strength x skill / 1.2. (Bow is just skill / 1.0). You get poor bonus strength, so you get skill to offset. / Why not make the strongest ranged weapon even better? :^) Nerfed bonus to skill to 1, heck you H.mind.adjust_skillrank(/datum/skill/combat/wrestling, 3, TRUE) H.mind.adjust_skillrank(/datum/skill/combat/unarmed, 3, TRUE) H.mind.adjust_skillrank(/datum/skill/combat/knives, 4, TRUE) @@ -147,7 +147,7 @@ Archer is basically a 'bounty-catcher' in function, less specialized at close-qu H.set_blindness(0) switch(weapon_choice) if("Crossbow") - H.mind.adjust_skillrank(/datum/skill/combat/crossbows, 2, TRUE) + H.mind.adjust_skillrank(/datum/skill/combat/crossbows, 1, TRUE) beltr = /obj/item/ammo_holder/quiver/bolts backl = /obj/item/gun/ballistic/revolver/grenadelauncher/crossbow if("Bow") @@ -158,7 +158,7 @@ Archer is basically a 'bounty-catcher' in function, less specialized at close-qu H.mind.adjust_skillrank(/datum/skill/combat/firearms, 1, TRUE) r_hand = /obj/item/gun/ballistic/arquebus beltr = /obj/item/powderflask - backl = /obj/item/ammo_holder/bullet/lead + neck = /obj/item/ammo_holder/bullet/lead // Added to baliff under assumption townguard.dm will not be enabled.