diff --git a/code/__DEFINES/conflict.dm b/code/__DEFINES/conflict.dm index 09be4793c552..87d437fe1649 100644 --- a/code/__DEFINES/conflict.dm +++ b/code/__DEFINES/conflict.dm @@ -200,6 +200,7 @@ // human armor #define CLOTHING_ARMOR_NONE 0 +#define CLOTHING_ARMOR_VERYLOW 5 #define CLOTHING_ARMOR_LOW 10 #define CLOTHING_ARMOR_MEDIUMLOW 15 #define CLOTHING_ARMOR_MEDIUM 20 diff --git a/code/modules/clothing/suits/marine_armor.dm b/code/modules/clothing/suits/marine_armor.dm index ab62ea782a09..982d07ad2aeb 100644 --- a/code/modules/clothing/suits/marine_armor.dm +++ b/code/modules/clothing/suits/marine_armor.dm @@ -510,7 +510,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 armor_melee = CLOTHING_ARMOR_MEDIUMLOW armor_bullet = CLOTHING_ARMOR_MEDIUMLOW armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + armor_bio = CLOTHING_ARMOR_MEDIUMLOW armor_rad = CLOTHING_ARMOR_MEDIUMHIGH armor_internaldamage = CLOTHING_ARMOR_LOW storage_slots = 2 @@ -549,7 +549,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 armor_bullet = CLOTHING_ARMOR_HIGH armor_energy = CLOTHING_ARMOR_LOW armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_NONE + armor_bio = CLOTHING_ARMOR_VERYLOW armor_rad = CLOTHING_ARMOR_NONE armor_internaldamage = CLOTHING_ARMOR_MEDIUM storage_slots = 1 @@ -589,7 +589,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 /obj/item/clothing/suit/storage/marine/heavy name = "\improper M3-EOD pattern heavy armor" - desc = "A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats." + desc = "A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and biological threats." desc_lore = "This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time." specialty = "\improper M3-EOD pattern" icon_state = "H1" @@ -597,7 +597,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150 armor_melee = CLOTHING_ARMOR_MEDIUMHIGH armor_bullet = CLOTHING_ARMOR_HIGHPLUS armor_bomb = CLOTHING_ARMOR_HIGHPLUS - armor_bio = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH armor_rad = CLOTHING_ARMOR_MEDIUM armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH storage_slots = 2 diff --git a/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm b/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm index f1d03d6507b1..83bebd0107f2 100644 --- a/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm +++ b/code/modules/mob/living/carbon/xenomorph/Xenomorph.dm @@ -243,7 +243,7 @@ var/list/tackle_counter var/evolving = FALSE // Whether the xeno is in the process of evolving /// The damage dealt by a xeno whenever they take damage near someone - var/acid_blood_damage = 20 + var/acid_blood_damage = 25 var/nocrit = FALSE var/deselect_timer = 0 // Much like Carbon.last_special is a short tick record to prevent accidental deselects of abilities var/got_evolution_message = FALSE diff --git a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm index f3443535a5f2..c26e38202200 100644 --- a/code/modules/mob/living/carbon/xenomorph/damage_procs.dm +++ b/code/modules/mob/living/carbon/xenomorph/damage_procs.dm @@ -272,7 +272,7 @@ SPAN_DANGER("You are splattered with sizzling blood! IT BURNS!")) if(prob(60) && !victim.stat && victim.pain.feels_pain) INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream") //Topkek - victim.take_limb_damage(0, dmg["damage"]) //Sizzledam! This automagically burns a random existing body part. + victim.apply_armoured_damage(dmg["damage"], ARMOR_BIO, BURN) //Sizzledam! This automagically burns a random existing body part. victim.add_blood(get_blood_color(), BLOOD_BODY) acid_splash_last = world.time handle_blood_splatter(get_dir(src, victim), 1 SECONDS)