diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm index 298686c9db40d..b2b1a018a136c 100644 --- a/code/__DEFINES/mobs.dm +++ b/code/__DEFINES/mobs.dm @@ -105,7 +105,7 @@ #define STUN "stun" #define WEAKEN "weaken" -#define PARALYZE "paralize" +#define PARALYZE "paralyze" #define STAGGER "stagger" #define AGONY "agony" // Added in PAIN! #define STUTTER "stutter" diff --git a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm index 70d924ae3261c..5f06cb5db3dbf 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm @@ -235,9 +235,9 @@ var/def_zone = ran_zone() var/armor_modifier = occupant.modify_by_armor(1, MELEE, 0, def_zone) occupant.throw_at(A, 3, propelled) - occupant.apply_effect(12 SECONDS * armor_modifier, STUN) - occupant.apply_effect(12 SECONDS * armor_modifier, WEAKEN) - occupant.apply_effect(12 SECONDS * armor_modifier, STUTTER) + occupant.apply_effect(6 SECONDS * armor_modifier, STUN) + occupant.apply_effect(6 SECONDS * armor_modifier, WEAKEN) + occupant.apply_effect(6 SECONDS * armor_modifier, STUTTER) occupant.apply_damage(10 * armor_modifier, BRUTE, def_zone) UPDATEHEALTH(occupant) playsound(src.loc, 'sound/weapons/punch1.ogg', 25, 1) @@ -245,9 +245,9 @@ var/mob/living/victim = A def_zone = ran_zone() armor_modifier = victim.modify_by_armor(1, MELEE, 0, def_zone) - victim.apply_effect(12 SECONDS * armor_modifier, STUN) - victim.apply_effect(12 SECONDS * armor_modifier, WEAKEN) - victim.apply_effect(12 SECONDS * armor_modifier, STUTTER) + victim.apply_effect(6 SECONDS * armor_modifier, STUN) + victim.apply_effect(6 SECONDS * armor_modifier, WEAKEN) + victim.apply_effect(6 SECONDS * armor_modifier, STUTTER) victim.apply_damage(10 * armor_modifier, BRUTE, def_zone) UPDATEHEALTH(victim) occupant.visible_message(span_danger("[occupant] crashed into \the [A]!")) diff --git a/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm b/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm index 45f2ee2e077fd..a064bbee0065e 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm @@ -107,9 +107,9 @@ var/def_zone = ran_zone() var/armor_modifier = occupant.modify_by_armor(1, MELEE, 0, def_zone) occupant.throw_at(A, 3, propelled) - occupant.apply_effect(12 SECONDS * armor_modifier, STUN) - occupant.apply_effect(12 SECONDS * armor_modifier, WEAKEN) - occupant.apply_effect(12 SECONDS * armor_modifier, STUTTER) + occupant.apply_effect(6 SECONDS * armor_modifier, STUN) + occupant.apply_effect(6 SECONDS * armor_modifier, WEAKEN) + occupant.apply_effect(6 SECONDS * armor_modifier, STUTTER) occupant.apply_damage(10 * armor_modifier, BRUTE, def_zone) UPDATEHEALTH(occupant) playsound(src.loc, 'sound/weapons/punch1.ogg', 25, 1) @@ -117,9 +117,9 @@ var/mob/living/victim = A def_zone = ran_zone() armor_modifier = victim.modify_by_armor(1, MELEE, 0, def_zone) - victim.apply_effect(12 SECONDS * armor_modifier, STUN) - victim.apply_effect(12 SECONDS * armor_modifier, WEAKEN) - victim.apply_effect(12 SECONDS * armor_modifier, STUTTER) + victim.apply_effect(6 SECONDS * armor_modifier, STUN) + victim.apply_effect(6 SECONDS * armor_modifier, WEAKEN) + victim.apply_effect(6 SECONDS * armor_modifier, STUTTER) victim.apply_damage(10 * armor_modifier, BRUTE, def_zone) UPDATEHEALTH(victim) occupant.visible_message(span_danger("[occupant] crashed into \the [A]!")) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 3659d92cd9221..1241b2031fb16 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -171,8 +171,8 @@ Contains most of the procs that are called when a mob is attacked by something switch(hit_area) if("head")//Harder to score a stun but if you do it lasts a bit longer - if(prob(applied_damage) && stat == CONSCIOUS) - apply_effect(modify_by_armor(20 SECONDS, MELEE, def_zone = target_zone), WEAKEN) + if(prob(applied_damage - 5) && stat == CONSCIOUS) + apply_effect(modify_by_armor(10 SECONDS, MELEE, def_zone = target_zone), WEAKEN) visible_message(span_danger("[src] has been knocked unconscious!"), span_danger("You have been knocked unconscious!"), null, 5) hit_report += "(KO)" @@ -190,7 +190,7 @@ Contains most of the procs that are called when a mob is attacked by something if("chest")//Easier to score a stun but lasts less time if(prob((applied_damage + 5)) && !incapacitated()) - apply_effect(modify_by_armor(12 SECONDS, MELEE, def_zone = target_zone), WEAKEN) + apply_effect(modify_by_armor(6 SECONDS, MELEE, def_zone = target_zone), WEAKEN) visible_message(span_danger("[src] has been knocked down!"), span_danger("You have been knocked down!"), null, 5) hit_report += "(KO)"