04-05-2019, 12:32 PM
(This post was last modified: 04-05-2019, 02:25 PM by kyle2143. Edited 4 times in total.)
This is the change I suggested in Berrik's post: https://forum.ss13.co/showthread.php?tid=11898
https://github.com/goonstation/goonstati...ine-change
Oh fyi, I didn't test this, but I'd be pretty surprised if it doesn't work.
Edit: wait, it occurs to me that capping misstep chance at 50 from this is a big nerf to its use for combat. Maybe it should keep the 100 misstep chance max, but just do a flat -30 misstep chance when atropine is out of your system. I dunno.
- Retain its original dizziness, collapsing, sarin counting abilities, and heal all while under -25 health.
- This should fix the length of the misstep chance. Before atropine could put your misstep chance all the way up to 100. Now I have it stop at 45. This hopefully will make the missteps last only a minute or so after the drug is out of your system.
- Only do Tox damage when health > 15 and tox damage < 70.
- Heal 3 total brain damage per tick while health(which does not include brain damage) is under -25.
- Changes the current stamina buff from +5 max stamina to -40 max stamina
https://github.com/goonstation/goonstati...ine-change
Oh fyi, I didn't test this, but I'd be pretty surprised if it doesn't work.
Edit: wait, it occurs to me that capping misstep chance at 50 from this is a big nerf to its use for combat. Maybe it should keep the 100 misstep chance max, but just do a flat -30 misstep chance when atropine is out of your system. I dunno.