Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 + recompile tgui
This commit is contained in:
@@ -11,6 +11,8 @@
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maxHealth = 25
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health = 25
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can_ventcrawl = TRUE
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var/amount_grown = 0
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var/max_grown = 100
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var/time_of_birth
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@@ -434,6 +434,9 @@
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legcuffed.forceMove(drop_location())
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legcuffed = null
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I.dropped(src)
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if(istype(I, /obj/item/restraints/legcuffs))
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var/obj/item/restraints/legcuffs/lgcf = I
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lgcf.on_removed()
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update_inv_legcuffed()
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return
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else
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@@ -95,9 +95,10 @@
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parry_efficiency_considered_successful = 0.01
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parry_efficiency_to_counterattack = 0.01
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parry_max_attacks = 3
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parry_cooldown = 30
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parry_failed_stagger_duration = 0
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parry_failed_clickcd_duration = 0.4
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parry_cooldown = 3 SECONDS
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parry_failed_cooldown_duration = 1.5 SECONDS
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parry_failed_stagger_duration = 1 SECONDS
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parry_failed_clickcd_duration = 0.4 SECONDS
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parry_data = list( // yeah it's snowflake
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"UNARMED_PARRY_STAGGER" = 3 SECONDS,
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@@ -135,16 +136,16 @@
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parry_imperfect_falloff_percent = 20
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parry_efficiency_perfect = 100
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parry_efficiency_perfect_override = list(
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ATTACK_TYPE_PROJECTILE_TEXT = 60,
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TEXT_ATTACK_TYPE_PROJECTILE = 60,
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)
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parry_efficiency_considered_successful = 0.01
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parry_efficiency_to_counterattack = 0.01
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parry_max_attacks = INFINITY
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parry_failed_cooldown_duration = 1.5 SECONDS
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parry_failed_stagger_duration = 0
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parry_cooldown = 0
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parry_failed_clickcd_duration = 0.8
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parry_failed_cooldown_duration = 3 SECONDS
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parry_failed_stagger_duration = 2 SECONDS
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parry_cooldown = 3 SECONDS
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parry_failed_clickcd_duration = 0.8 SECONDS
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parry_data = list( // yeah it's snowflake
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"UNARMED_PARRY_STAGGER" = 3 SECONDS,
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@@ -1425,8 +1425,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
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var/punchwoundbonus = user.dna.species.punchwoundbonus
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var/puncherstam = user.getStaminaLoss()
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var/puncherbrute = user.getBruteLoss()
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var/punchedstam = target.getStaminaLoss()
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var/punchedbrute = target.getBruteLoss()
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@@ -1434,7 +1432,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(!SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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damage *= 1.2
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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damage *= 0.8
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damage *= 0.65
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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damage *= 0.8
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//END OF CITADEL CHANGES
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@@ -1446,19 +1444,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(!affecting) //Maybe the bodypart is missing? Or things just went wrong..
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affecting = target.get_bodypart(BODY_ZONE_CHEST) //target chest instead, as failsafe. Or hugbox? You decide.
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var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
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if(attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)
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miss_chance = 0
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else
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if(user.dna.species.punchdamagelow)
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if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
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miss_chance = 0
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else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists, being good at Punching People, also never miss
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miss_chance = 0
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else
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miss_chance = min(10 + max(puncherstam * 0.5, puncherbrute * 0.5), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 to prevent weirdness in prob()
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if(!damage || !affecting || prob(miss_chance))//future-proofing for species that have 0 damage/weird cases where no zone is targeted
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if(!damage || !affecting)//future-proofing for species that have 0 damage/weird cases where no zone is targeted
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playsound(target.loc, user.dna.species.miss_sound, 25, TRUE, -1)
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target.visible_message("<span class='danger'>[user]'s [atk_verb] misses [target]!</span>", \
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"<span class='danger'>You avoid [user]'s [atk_verb]!</span>", "<span class='hear'>You hear a swoosh!</span>", null, COMBAT_MESSAGE_RANGE, null, \
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