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Beepsky stuns are now closer to a stunbaton rather than an instant ha…
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…rdstun (#5087)

* Beepsky stuns are now closer to a stunbaton rather than an instant hardstun

* remove unused var
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Absolucy authored Feb 1, 2025
1 parent b31fdcb commit c8ef6fe
Showing 1 changed file with 11 additions and 7 deletions.
18 changes: 11 additions & 7 deletions code/modules/mob/living/simple_animal/bot/secbot.dm
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,8 @@
///The department the secbot will deposit collected money into
var/payment_department = ACCOUNT_SEC

var/stamina_damage = 95 //3 hit stam crit from full, but they most likely wont be due to running a bit

/mob/living/simple_animal/bot/secbot/beepsky
name = "Commander Beep O'sky"
desc = "It's Commander Beep O'sky! Officially the superior officer of all bots on station, Beepsky remains as humble and dedicated to the law as the day he was first fabricated."
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back_to_idle()

/mob/living/simple_animal/bot/secbot/proc/stun_attack(mob/living/carbon/current_target, harm = FALSE)
var/judgement_criteria = judgement_criteria()
//var/judgement_criteria = judgement_criteria()
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
icon_state = "[initial(icon_state)]-c"
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_appearance)), 0.2 SECONDS)
var/threat = 5

if(harm)
weapon.attack(current_target, src)

// monkestation start: check shields and baton resistance, deal stamina damage
if(ishuman(current_target))
current_target.set_stutter(10 SECONDS)
current_target.Paralyze(100)
var/mob/living/carbon/human/human_target = current_target
threat = human_target.assess_threat(judgement_criteria, weaponcheck = CALLBACK(src, PROC_REF(check_for_weapons)))
if(human_target.check_shields(src, 0, "\the [name]", MELEE_ATTACK))
return
if(HAS_TRAIT(current_target, TRAIT_BATON_RESISTANCE))
current_target.stamina.adjust_to(-stamina_damage, current_target.stamina.maximum * 0.29)
else
current_target.Paralyze(100)
current_target.set_stutter(10 SECONDS)
threat = current_target.assess_threat(judgement_criteria, weaponcheck = CALLBACK(src, PROC_REF(check_for_weapons)))
current_target.stamina.adjust(-stamina_damage)
// monkestation end

log_combat(src, current_target, "stunned")
if(security_mode_flags & SECBOT_DECLARE_ARRESTS)
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