Unapologetic Noobkiller Nerfs (#7003)

This commit is contained in:
OneOneThreeEight
2019-09-24 05:18:02 -04:00
committed by Werner
parent 506abfb5db
commit 617ea81020
3 changed files with 44 additions and 12 deletions

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@@ -1,20 +1,14 @@
/* /*
=== Item Click Call Sequences === === Item Click Call Sequences ===
These are the default click code call sequences used when clicking on stuff with an item. These are the default click code call sequences used when clicking on stuff with an item.
Atoms: Atoms:
mob/ClickOn() calls the item's resolve_attackby() proc. mob/ClickOn() calls the item's resolve_attackby() proc.
item/resolve_attackby() calls the target atom's attackby() proc. item/resolve_attackby() calls the target atom's attackby() proc.
Mobs: Mobs:
mob/living/attackby() after checking for surgery, calls the item's attack() proc. mob/living/attackby() after checking for surgery, calls the item's attack() proc.
item/attack() generates attack logs, sets click cooldown and calls the mob's attacked_with_item() proc. If you override this, consider whether you need to set a click cooldown, play attack animations, and generate logs yourself. item/attack() generates attack logs, sets click cooldown and calls the mob's attacked_with_item() proc. If you override this, consider whether you need to set a click cooldown, play attack animations, and generate logs yourself.
mob/attacked_with_item() should then do mob-type specific stuff (like determining hit/miss, handling shields, etc) and then possibly call the item's apply_hit_effect() proc to actually apply the effects of being hit. mob/attacked_with_item() should then do mob-type specific stuff (like determining hit/miss, handling shields, etc) and then possibly call the item's apply_hit_effect() proc to actually apply the effects of being hit.
Item Hit Effects: Item Hit Effects:
item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent). avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
*/ */
@@ -93,10 +87,6 @@ avoid code duplication. This includes items that may sometimes act as a standard
power *= 2 power *= 2
if(ishuman(user)) if(ishuman(user))
var/mob/living/carbon/human/X = user var/mob/living/carbon/human/X = user
if(X.gloves && istype(X.gloves,/obj/item/clothing/gloves/force))
var/obj/item/clothing/gloves/force/G = X.gloves
power *= G.amplification
if(ishuman(target)) if(ishuman(target))
if(X.martial_art && X.martial_art.weapon_affinity && istype(src, X.martial_art.weapon_affinity)) if(X.martial_art && X.martial_art.weapon_affinity && istype(src, X.martial_art.weapon_affinity))
perform_technique(target, X, hit_zone) perform_technique(target, X, hit_zone)
@@ -104,4 +94,4 @@ avoid code duplication. This includes items that may sometimes act as a standard
return target.hit_with_weapon(src, user, power, hit_zone) return target.hit_with_weapon(src, user, power, hit_zone)
/obj/item/proc/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone) //used when weapons have special interactions with martial arts /obj/item/proc/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone) //used when weapons have special interactions with martial arts
return return

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@@ -16,7 +16,7 @@
/datum/uplink_item/item/visible_weapons/forcegloves /datum/uplink_item/item/visible_weapons/forcegloves
name = "Force Gloves" name = "Force Gloves"
item_cost = 8 item_cost = 5
path = /obj/item/clothing/gloves/force/syndicate path = /obj/item/clothing/gloves/force/syndicate
/datum/uplink_item/item/visible_weapons/energy_sword /datum/uplink_item/item/visible_weapons/energy_sword

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@@ -0,0 +1,42 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
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# bugfix
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# tweak
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# sounddel
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# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
# balance
# admin
# backend
# security
# refactor
#################################
# Your name.
author: Scheveningen
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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changes:
- balance: "Force gloves will no longer amplify their damage to melee weapons."
- balance: "Force gloves have their TC cost reduced to compensate."