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Reducing overall lethality and nerfing lasers a bit. (#9691)
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@@ -296,7 +296,7 @@
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if(prob(50))
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emote("gasp")
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else
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emote("chokes!")
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emote("choke")
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message = "[prefix][jointext(words," ")]"
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@@ -19,25 +19,17 @@
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var/armor = getarmor(def_zone, attack_flag)
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if(armor_pen >= armor)
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return 0 //effective_armor is going to be 0, fullblock is going to be 0, blocked is going to 0, let's save ourselves the trouble
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return 0 //effective_armor is going to be 0
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var/effective_armor = (armor - armor_pen)/100
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var/fullblock = (effective_armor*effective_armor) * ARMOR_BLOCK_CHANCE_MULT
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var/blocked = (armor - armor_pen)
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if(fullblock >= 1 || prob(fullblock*100))
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if(blocked >= 100)
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if(absorb_text)
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show_message("<span class='warning'>[absorb_text]</span>")
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else
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show_message("<span class='warning'>Your armor absorbs the blow!</span>")
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return 100
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//this makes it so that X armor blocks X% damage, when including the chance of hard block.
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//I double checked and this formula will also ensure that a higher effective_armor
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//will always result in higher (non-fullblock) damage absorption too, which is also a nice property
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//In particular, blocked will increase from 0 to 50 as effective_armor increases from 0 to 0.999 (if it is 1 then we never get here because ofc)
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//and the average damage absorption = (blocked/100)*(1-fullblock) + 1.0*(fullblock) = effective_armor
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var/blocked = (effective_armor - fullblock)/(1 - fullblock)*100
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if(blocked > 20)
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//Should we show this every single time?
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if(soften_text)
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