removes combat mode effects
This commit is contained in:
@@ -12,11 +12,7 @@
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/// Base regeneration per second
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/datum/config_entry/number/stamina_combat/base_regeneration
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config_entry_value = 0.5
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/// Combat mode regeneration per second
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/datum/config_entry/number/stamina_combat/combat_regeneration
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config_entry_value = 5
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config_entry_value = 3.5
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/// After out_of_combat_timer elapses, additionally regenerate this percent of total stamina per second. Unaffected by combat mode.
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/datum/config_entry/number/stamina_combat/percent_regeneration_out_of_combat
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@@ -128,11 +128,6 @@
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if((mode_flags & COMBAT_MODE_ACTIVE) && L.client)
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L.setDir(lastmousedir, ismousemovement = TRUE)
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/// Added movement delay if moving backward.
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/datum/component/combat_mode/proc/on_client_move(mob/source, client/client, direction, n, oldloc, added_delay)
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if(oldloc != n && direction == REVERSE_DIR(source.dir))
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client.move_delay += added_delay*0.5
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///Changes the user direction to (try) match the pointer.
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/datum/component/combat_mode/proc/onMouseMove(mob/source, object, location, control, params)
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if(source.client.show_popup_menus)
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@@ -43,12 +43,8 @@
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/datum/martial_art/proc/damage_roll(mob/living/carbon/human/A, mob/living/carbon/human/D)
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//Here we roll for our damage to be added into the damage var in the various attack procs. This is changed depending on whether we are in combat mode, lying down, or if our target is in combat mode.
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var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
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if(SEND_SIGNAL(D, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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damage *= 1.2
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if(!CHECK_MOBILITY(A, MOBILITY_STAND))
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damage *= 0.7
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if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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damage *= 0.8
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return damage
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/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
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@@ -120,8 +120,6 @@
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return TRUE
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/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful)
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if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //Combat mode has to be enabled for shield bashing
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return FALSE
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if(!(shield_flags & SHIELD_CAN_BASH))
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to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
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return FALSE
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@@ -475,10 +475,6 @@
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if(HAS_TRAIT(src, TRAIT_CLUMSY))
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modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
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//CIT CHANGES START HERE
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else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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modifier -= 50
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if(modifier < 100)
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dropItemToGround(I)
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//END OF CIT CHANGES
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@@ -1429,12 +1429,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/punchedbrute = target.getBruteLoss()
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//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
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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 *= 0.65
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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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var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
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@@ -1578,12 +1574,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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log_combat(user, target, "disarmed out of grab from")
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return
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var/randn = rand(1, 100)
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if(SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) // CITADEL CHANGE
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randn += -10 //CITADEL CHANGE - being out of combat mode makes it easier for you to get disarmed
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if(!CHECK_MOBILITY(user, MOBILITY_STAND)) //CITADEL CHANGE
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randn += 100 //CITADEL CHANGE - No kosher disarming if you're resting
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) //CITADEL CHANGE
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randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode
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if(user.pulling == target)
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randn -= 20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess
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if(HAS_TRAIT(user, TRAIT_PUGILIST))
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@@ -1788,9 +1780,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(IS_STAMCRIT(user))
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to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
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return
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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to_chat(user, "<span class='warning'>You need combat mode to be active to that!</span>")
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return
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if(user.IsKnockdown() || user.IsParalyzed() || user.IsStun())
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to_chat(user, "<span class='warning'>You can't seem to force yourself up right now!</span>")
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return
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@@ -510,9 +510,8 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
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//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
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/mob/living/carbon/handle_status_effects()
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..()
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var/combat_mode = SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)
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if(getStaminaLoss() && !HAS_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION))
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adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL) * (combat_mode? 0.25 : 1))
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adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL))
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if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
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incomingstammult = max(0.01, incomingstammult)
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@@ -48,8 +48,6 @@
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animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 2.5, FALSE, SINE_EASING | EASE_IN)
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/mob/living/proc/continue_starting_active_block()
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if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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return DO_AFTER_STOP
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return (combat_flags & COMBAT_FLAG_ACTIVE_BLOCK_STARTING)? DO_AFTER_CONTINUE : DO_AFTER_STOP
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/mob/living/get_standard_pixel_x_offset()
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@@ -100,11 +98,6 @@
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if(!I.can_active_block())
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to_chat(src, "<span class='warning'>[I] is either not capable of being used to actively block, or is not currently in a state that can! (Try wielding it if it's twohanded, for example.)</span>")
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return
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// QOL: Attempt to toggle on combat mode if it isn't already
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SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
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if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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to_chat(src, "<span class='warning'>You must be in combat mode to actively block!</span>")
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return FALSE
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var/datum/block_parry_data/data = I.get_block_parry_data()
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var/delay = data.block_start_delay
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combat_flags |= COMBAT_FLAG_ACTIVE_BLOCK_STARTING
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@@ -74,11 +74,6 @@
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if(!method)
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to_chat(src, "<span class='warning'>You have nothing to parry with!</span>")
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return FALSE
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//QOL: Try to enable combat mode if it isn't already
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SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
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if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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to_chat(src, "<span class='warning'>You must be in combat mode to parry!</span>")
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return FALSE
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data = return_block_parry_datum(data)
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var/full_parry_duration = data.parry_time_windup + data.parry_time_active + data.parry_time_spindown
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// no system in place to "fallback" if out of the 3 the top priority one can't parry due to constraints but something else can.
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@@ -35,11 +35,10 @@
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return
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CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/out_of_combat_timer, out_of_combat_timer)
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CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/base_regeneration, base_regeneration)
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CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/combat_regeneration, combat_regeneration)
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CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/percent_regeneration_out_of_combat, percent_regeneration_out_of_combat)
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CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/post_action_penalty_delay, post_action_penalty_delay)
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CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/post_action_penalty_factor, post_action_penalty_factor)
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var/base_regen = (SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))? base_regeneration : combat_regeneration
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var/base_regen = base_regeneration
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var/time_since_last_action = world.time - stamina_buffer_last_use
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var/action_penalty = ((time_since_last_action) < (post_action_penalty_delay * 10))? post_action_penalty_factor : 1
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var/out_of_combat_bonus = (time_since_last_action < (out_of_combat_timer * 10))? 0 : ((buffer_max * percent_regeneration_out_of_combat * 0.01))
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