This commit is contained in:
kevinz000
2020-05-30 23:13:16 -07:00
parent d832cb6526
commit 34d8aa0ee9
4 changed files with 36 additions and 44 deletions

View File

@@ -162,7 +162,6 @@
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 15
throwforce = 25
block_chance = 50
armour_penetration = 200 //Apparently this gives it the ability to pierce block
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME

View File

@@ -312,7 +312,7 @@
block_damage_absorption = 5
block_damage_multiplier = 0.3
block_start_delay = 0 // instantaneous block
block_stamina_cost_per_second = 6
block_stamina_cost_per_second = 3
block_stamina_efficiency = 2
// slowdown
block_slowdown = 1
@@ -335,7 +335,6 @@
parry_efficiency_perfect = 90
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = CLICK_CD_MELEE
parry_cooldown = 2 SECONDS
// more efficient vs projectiles
block_stamina_efficiency_override = list(
@@ -1079,7 +1078,6 @@
total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
var/on = FALSE
var/can_block_projectiles = FALSE //can't block guns
var/lethal_cost = 400 //10000/400*20 = 500. decent enough?
var/lethal_damage = 20
var/lethal_stam_cost = 4
@@ -1099,24 +1097,24 @@
TEXT_ATTACK_TYPE_UNARMED = 0.3
)
block_start_delay = 0.5 // near instantaneous block
block_stamina_cost_per_second = 6
block_stamina_cost_per_second = 3
block_stamina_efficiency = 2 // haha this is a horrible idea
// more slowdown that deswords because security
block_slowdown = 2
// no attacking while blocking
block_lock_attacking = TRUE
parry_time_windup = 1.5
parry_time_windup = 1
parry_time_active = 5
parry_time_spindown = 0
parry_time_spindown_visual_override = 1
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
parry_time_perfect = 0
parry_time_perfect_leeway = 1.5
parry_time_perfect_leeway = 0.5
parry_efficiency_perfect = 100
parry_imperfect_falloff_percent = 15
parry_imperfect_falloff_percent = 1
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 35 // really crappy vs projectiles
TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
)
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles