modifications

This commit is contained in:
silicons
2021-06-07 19:40:16 -07:00
parent b3382a8fe2
commit 1a800cc470
13 changed files with 29 additions and 27 deletions
+4 -2
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@@ -16,8 +16,10 @@
// blatantly copied from wave explosion code
// check explosion2.dm for what this does and how it works.
/datum/yelling_wavefill/proc/do_run(atom/source, dist)
var/list/edges = list(source = (NORTH|SOUTH|EAST|WEST))
var/list/powers = list(source = dist)
var/list/edges = list()
edges[source] = (NORTH|SOUTH|EAST|WEST)
var/list/powers = list()
powers[source] = dist
var/list/processed_last = list()
var/turf/T
var/turf/expanding
-2
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@@ -71,7 +71,6 @@
parry_imperfect_falloff_percent = 10
parry_efficiency_considered_successful = 25 // VERY generous
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = CLICK_CD_MELEE
/obj/item/dualsaber/directional_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
@@ -374,7 +373,6 @@
TEXT_ATTACK_TYPE_PROJECTILE = 30,
)
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = 2 SECONDS
/obj/item/dualsaber/hypereutactic/chaplain/ComponentInitialize()
. = ..()
-1
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@@ -62,7 +62,6 @@
)
// not extremely punishing to fail, but no spamming the parry.
parry_failed_stagger_duration = 1.5 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
/obj/item/electrostaff/Initialize(mapload)
. = ..()
+3
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@@ -126,6 +126,9 @@
parry_efficiency_perfect = 100
parry_failed_stagger_duration = 4 SECONDS
parry_cooldown = 0.5 SECONDS
parry_automatic_enabled = TRUE
autoparry_single_efficiency = 65
autoparry_cooldown_absolute = 3 SECONDS
/obj/item/melee/transforming/energy/sword/Initialize(mapload)
. = ..()
-1
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@@ -194,7 +194,6 @@
parry_efficiency_perfect = 100
parry_stamina_cost = 5
parry_failed_stagger_duration = 2 SECONDS
parry_failed_clickcd_duration = CLICK_CD_RANGE
parry_cooldown = 0
/obj/item/melee/rapier/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
+5 -2
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@@ -34,6 +34,10 @@
block_damage_absorption = 5
block_resting_stamina_penalty_multiplier = 2
block_projectile_mitigation = 75
block_damage_absorption_override = list(
TEXT_ATTACK_TYPE_TACKLE = INFINITY,
TEXT_ATTACK_TYPE_THROWN = 10
)
/obj/item/shield/examine(mob/user)
. = ..()
@@ -374,11 +378,10 @@
/obj/item/shield/riot/flash/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
. = ..()
if (. && !embedded_flash.crit_fail)
if (. && damage && !embedded_flash.crit_fail)
embedded_flash.activate()
update_icon()
/obj/item/shield/riot/flash/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/assembly/flash/handheld))
var/obj/item/assembly/flash/handheld/flash = W
-2
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@@ -364,7 +364,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
parry_time_perfect = 2.5 // however...
parry_time_perfect_leeway = 2 // the entire time, the parry is perfect
parry_failed_stagger_duration = 1 SECONDS
parry_failed_clickcd_duration = 1 SECONDS // more forgiving punishments for missed parries
// still, don't fucking miss your parries or you're down stamina and staggered to shit
/datum/block_parry_data/bokken/quick_parry/proj
@@ -481,7 +480,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
parry_time_perfect = 1
parry_time_perfect_leeway = 1
parry_failed_stagger_duration = 1 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
/datum/block_parry_data/bokken/waki/quick_parry/proj
parry_efficiency_perfect_override = list()
@@ -93,4 +93,3 @@
parry_efficiency_to_counterattack = 110
parry_cooldown = 15 //But also very low cooldown..
parry_failed_stagger_duration = 2 SECONDS //And relatively small penalties for failing.
parry_failed_clickcd_duration = 1 SECONDS
@@ -224,10 +224,9 @@
parry_efficiency_considered_successful = 0.01
parry_efficiency_to_counterattack = INFINITY // no auto counter
parry_max_attacks = INFINITY
parry_failed_cooldown_duration = 2.25 SECONDS
parry_failed_stagger_duration = 2.25 SECONDS
parry_failed_cooldown_duration = 1.5 SECONDS
parry_failed_stagger_duration = 1.5 SECONDS
parry_cooldown = 0
parry_failed_clickcd_duration = 0
/obj/item/clothing/gloves/fingerless/pugilist/mauler
name = "mauler gauntlets"
@@ -196,7 +196,6 @@
parry_imperfect_falloff_percent = 20
parry_efficiency_to_counterattack = 100 // perfect parry or you're cringe
parry_failed_stagger_duration = 1.5 SECONDS // a good time to reconsider your actions...
parry_failed_clickcd_duration = 1.5 SECONDS // or your failures
/obj/item/kinetic_crusher/glaive/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time) // if you're dumb enough to go for a parry...
var/turf/proj_turf = owner.loc // destabilizer bolt, ignoring cooldown
+10 -8
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@@ -238,12 +238,13 @@
// before doing anything, check if the user moused over them properly
if(!client)
return BLOCK_NONE
var/found = FALSE
for(var/i in client.moused_over_objects)
if(i == object)
if((client.moused_over_objects[i] + (data.autoparry_mouse_delay_maximum SECONDS)) >= world.time)
found = TRUE
break
var/found = attacker == client.mouseObject
if(!found)
for(var/i in client.moused_over_objects)
if(i == object)
if((client.moused_over_objects[i] + (data.autoparry_mouse_delay_maximum)) >= world.time)
found = TRUE
break
if(!found)
return BLOCK_NONE
@@ -267,7 +268,7 @@
if(isnull(efficiency))
efficiency = data.autoparry_single_efficiency
var/method = determined[1]
switch(parrying)
switch(method)
if(ITEM_PARRY)
var/obj/item/I = determined[3]
. = I.on_active_parry(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, null, TRUE)
@@ -347,7 +348,8 @@
// If they're not currently parrying, attempt auto parry
if(stage == NOT_PARRYING)
if(!allow_auto || SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
return attempt_auto_parry(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
return BLOCK_NONE
return attempt_auto_parry(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
else
return BLOCK_NONE
var/datum/block_parry_data/data = get_parry_data()
@@ -108,7 +108,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
/// Priority for [mob/do_run_block()] while we're being used to parry.
// None - Parry is always highest priority!
/// Parry doesn't work if you aren't able to otherwise attack due to clickdelay
var/parry_respect_clickdelay = TRUE
var/parry_respect_clickdelay = FALSE
/// Parry stamina cost
var/parry_stamina_cost = 5
/// Attack types we can block
@@ -164,7 +164,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
/// Stagger duration post-parry if you fail to parry an attack
var/parry_failed_stagger_duration = 3.5 SECONDS
/// Clickdelay duration post-parry if you fail to parry an attack
var/parry_failed_clickcd_duration = 2 SECONDS
var/parry_failed_clickcd_duration = 0 SECONDS
/// Parry cooldown post-parry if failed. This is ADDED to parry_cooldown!!!
var/parry_failed_cooldown_duration = 0 SECONDS
@@ -199,7 +199,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
// Clickdelay/cooldown settings not included, as well as whether or not to lock attack/sprinting/etc. They will be pulled from the above.
/// ADVANCED - Autoparry requirement for time since last moused over for a specific object
var/autoparry_mouse_delay_maximum = 0.5
var/autoparry_mouse_delay_maximum = 0.5 SECONDS
/**
* Quirky proc to get average of flags in list that are in attack_type because why is attack_type a flag.
+2 -1
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@@ -266,7 +266,6 @@
parry_time_perfect = 2
parry_time_perfect_leeway = 2
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = 3 SECONDS
parry_time_windup = 0
parry_time_spindown = 0
parry_imperfect_falloff_percent = 0
@@ -274,6 +273,8 @@
parry_efficiency_considered_successful = 120
parry_efficiency_perfect = 120
parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 4)
parry_automatic_enabled = TRUE
autoparry_single_efficiency = 75
//unique hammers
/obj/item/melee/smith/hammer/toolbox