Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] removes our modular stamina multiplier, because it's applied ontop of TG's #784

Merged
merged 1 commit into from
Nov 23, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 0 additions & 1 deletion code/__DEFINES/~skyrat_defines/combat.dm
Original file line number Diff line number Diff line change
@@ -1,4 +1,3 @@
#define PUNCH_STAMINA_MULTIPLIER 2.6

//Stamina threshold from which resisting a grab becomes hard
#define STAMINA_THRESHOLD_HARD_RESIST 80
Expand Down
4 changes: 2 additions & 2 deletions code/modules/mob/living/carbon/human/_species.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1221,10 +1221,10 @@ GLOBAL_LIST_EMPTY(features_by_species)
target.force_say()
log_combat(user, target, grappled ? "grapple punched" : "kicked")
target.apply_damage(damage, attack_type, affecting, armor_block - limb_accuracy, attack_direction = attack_direction)
target.apply_damage(damage * PUNCH_STAMINA_MULTIPLIER, STAMINA, affecting, armor_block - limb_accuracy) // SKYRAT EDIT CHANGE - ORIGINAL : target.apply_damage(damage * 1.5, STAMINA, affecting, armor_block - limb_accuracy)
target.apply_damage(damage*1.5, STAMINA, affecting, armor_block - limb_accuracy)
else // Normal attacks do not gain the benefit of armor penetration.
target.apply_damage(damage, attack_type, affecting, armor_block, attack_direction = attack_direction, sharpness = unarmed_sharpness) //SKYRAT EDIT - Applies sharpness if it does - ORIGINAL: target.apply_damage(damage, attack_type, affecting, armor_block, attack_direction = attack_direction)
target.apply_damage(damage * PUNCH_STAMINA_MULTIPLIER, STAMINA, affecting, armor_block) //SKYRAT EDIT CHANGE: target.apply_damage(damage*1.5, STAMINA, affecting, armor_block)
target.apply_damage(damage*1.5, STAMINA, affecting, armor_block)
if(damage >= 9)
target.force_say()
log_combat(user, target, "punched")
Expand Down
Loading