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Removes knockdown from command and detective batongs (#1704)
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* removes knockdown from head and detective batongs

* knockdown override for contractor batongs

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Co-authored-by: KnighTheThrasher <KnigTheThrasher@users.noreply.github.com>
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KnigTheThrasher and KnigTheThrasher authored May 20, 2024
1 parent cad62dc commit 7da607e
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Showing 2 changed files with 3 additions and 2 deletions.
4 changes: 2 additions & 2 deletions code/game/objects/items/melee/baton.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,9 +18,9 @@
/// Used interally, you don't want to modify
var/cooldown_check = 0
/// Default wait time until can stun again.
var/cooldown = (4 SECONDS) //monkestation edit
var/cooldown = (1.5 SECONDS)
/// The length of the knockdown applied to a struck living, non-cyborg mob.
var/knockdown_time = (1.5 SECONDS)
var/knockdown_time = (0 SECONDS) //monkestation edit
/// If affect_cyborg is TRUE, this is how long we stun cyborgs for on a hit.
var/stun_time_cyborg = (5 SECONDS)
/// The length of the knockdown applied to the user on clumsy_check()
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Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,7 @@
cooldown = 2.5 SECONDS
force_say_chance = 80 //very high force say chance because it's funny
stamina_damage = 170
knockdown_time = 1.5 SECONDS
clumsy_knockdown_time = 24 SECONDS
affect_cyborg = TRUE
on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
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