diff --git a/ModularTegustation/ego_weapons/_ego_weapon.dm b/ModularTegustation/ego_weapons/_ego_weapon.dm index b0c12da5d40e..0d2f24be2d4e 100644 --- a/ModularTegustation/ego_weapons/_ego_weapon.dm +++ b/ModularTegustation/ego_weapons/_ego_weapon.dm @@ -71,10 +71,13 @@ user.changeNext_move(CLICK_CD_MELEE * attack_speed) return TRUE -/obj/item/ego_weapon/attack(mob/living/M, mob/living/user) +/obj/item/ego_weapon/attack(mob/living/M, mob/living/carbon/human/user) . = ..() if(stuntime) - user.Immobilize(stuntime) + //You can remove a small amount of stuntime, about 30%, based off your fortitude + var/usedstun = stuntime*0.7 + min(get_attribute_level(user, FORTITUDE_ATTRIBUTE)/130, 1)*0.3 //This should help people hate spears and big weapons less. + + user.Immobilize(usedstun) //Visual stuff to give you better feedback new /obj/effect/temp_visual/weapon_stun(get_turf(user)) new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(M), pick(GLOB.alldirs)) diff --git a/ModularTegustation/ego_weapons/ranged/_ranged.dm b/ModularTegustation/ego_weapons/ranged/_ranged.dm index 9e5bd4f2af3a..7ea01213cb02 100644 --- a/ModularTegustation/ego_weapons/ranged/_ranged.dm +++ b/ModularTegustation/ego_weapons/ranged/_ranged.dm @@ -191,7 +191,13 @@ is_reloading = TRUE to_chat(user,span_notice("You start loading a new magazine.")) playsound(src, 'sound/weapons/gun/general/slide_lock_1.ogg', 50, TRUE) - if(do_after(user, reloadtime, src)) //gotta reload + + //Get a bonus of up to 40% reload speed to fortitude + var/passreload = clamp((get_attribute_level(user, FORTITUDE_ATTRIBUTE)-20)/110, 0.01, 1) + + passreload = reloadtime - reloadtime*passreload*0.4 + + if(do_after(user, passreload, src)) //gotta reload playsound(src, 'sound/weapons/gun/general/bolt_rack.ogg', 50, TRUE) shotsleft = initial(shotsleft) forced_melee = FALSE //no longer forced to resort to melee diff --git a/code/game/machinery/regenerator.dm b/code/game/machinery/regenerator.dm index 9736136fca1c..32e675f8fd5a 100644 --- a/code/game/machinery/regenerator.dm +++ b/code/game/machinery/regenerator.dm @@ -12,7 +12,7 @@ var/alert_icon = "regen_alert" /// How many HP and SP we restore on each process tick - var/regeneration_amount = 3 + var/regeneration_amount = 1.5 /// Pre-declared variable var/modified = FALSE // Whether or not the regenerator is currently undergoing modified action var/hp_bonus = 0 @@ -70,9 +70,11 @@ continue if(H.health < 0 && !critical_heal) continue - H.adjustBruteLoss(-H.maxHealth * ((regen_amt+hp_bonus)/100)) - H.adjustFireLoss(-H.maxHealth * ((regen_amt+hp_bonus)/1000)) //Heals at 1/10th speed. Supposed to be slower healing than brute and sanity - H.adjustSanityLoss(-H.maxSanity * ((regen_amt+sp_bonus)/100)) + var/prudence_healing = get_attribute_level(H, PRUDENCE_ATTRIBUTE)/50 //Give bonus healing based off your prudence. At about 75 prudence you have 5 healing + prudence_healing += regen_amt + H.adjustBruteLoss(-H.maxHealth * ((prudence_healing+hp_bonus)/100)) + H.adjustFireLoss(-H.maxHealth * ((prudence_healing+hp_bonus)/1000)) //Heals at 1/10th speed. Supposed to be slower healing than brute and sanity + H.adjustSanityLoss(-H.maxSanity * ((prudence_healing+sp_bonus)/100)) if(icon_state != "regen" && !Threat) icon_state = initial(icon_state) @@ -81,7 +83,7 @@ if(burst_cooldown) . += span_warning("[src] is currently offline!") return - . += span_info("[src] restores [regeneration_amount+hp_bonus]% HP and [regeneration_amount+sp_bonus]% SP every 2 seconds.") + . += span_info("[src] restores [regeneration_amount+hp_bonus]% HP and [regeneration_amount+sp_bonus]% SP every 2 seconds. This is increased by how much prudence the person being healed has.") /obj/machinery/regenerator/proc/ProduceIcon(Icon_Color, Type) //Used to be called ProduceGas but due to me using it for a button i had to change it. ProduceGas was a cooler name. -IP var/mutable_appearance/colored_overlay = mutable_appearance(icon, Type)