changes
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@@ -69,7 +69,6 @@
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parry_time_perfect = 2 // first ds isn't perfect
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parry_time_perfect_leeway = 1
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parry_imperfect_falloff_percent = 10
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parry_efficiency_to_counterattack = 100
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parry_efficiency_considered_successful = 25 // VERY generous
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parry_failed_stagger_duration = 3 SECONDS
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parry_failed_clickcd_duration = CLICK_CD_MELEE
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@@ -369,7 +368,6 @@
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parry_time_perfect = 1
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parry_time_perfect_leeway = 1
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parry_imperfect_falloff_percent = 7.5
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parry_efficiency_to_counterattack = 100
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parry_efficiency_considered_successful = 80
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parry_efficiency_perfect = 120
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parry_efficiency_perfect_override = list(
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@@ -45,15 +45,15 @@
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// no attacking while blocking
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block_lock_attacking = TRUE
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parry_time_windup = 1
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parry_time_active = 5
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parry_time_windup = 0
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parry_time_active = 7
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parry_time_spindown = 0
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parry_time_spindown_visual_override = 1
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parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
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parry_time_perfect = 0
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parry_time_perfect_leeway = 0.5
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parry_efficiency_perfect = 100
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parry_imperfect_falloff_percent = 1
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parry_efficiency_perfect = 85
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parry_imperfect_falloff_percent = 10
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parry_imperfect_falloff_percent_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
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)
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@@ -61,7 +61,7 @@
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TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
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)
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// not extremely punishing to fail, but no spamming the parry.
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parry_cooldown = 2.5 SECONDS
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parry_cooldown = 1.5 SECONDS
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parry_failed_stagger_duration = 1.5 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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@@ -121,7 +121,7 @@
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parry_time_perfect = 2.5 // first ds isn't perfect
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parry_time_perfect_leeway = 1.5
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parry_imperfect_falloff_percent = 5
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parry_efficiency_to_counterattack = 100
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parry_efficiency_to_counterattack = INFINITY
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parry_efficiency_considered_successful = 65 // VERY generous
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parry_efficiency_perfect = 100
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parry_failed_stagger_duration = 4 SECONDS
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@@ -149,8 +149,8 @@
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/obj/item/melee/transforming/energy/sword/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)
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. = ..()
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if(parry_efficiency >= 80) // perfect parry
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
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if(parry_efficiency >= 100) // perfect parry
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
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. |= BLOCK_SHOULD_REDIRECT
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/obj/item/melee/transforming/energy/sword/cyborg
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@@ -81,7 +81,7 @@
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parry_imperfect_falloff_percent = 30
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parry_efficiency_perfect = 100
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parry_failed_stagger_duration = 3 SECONDS
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parry_failed_clickcd_duration = 2 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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/obj/item/melee/sabre/Initialize()
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. = ..()
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@@ -192,7 +192,7 @@
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TEXT_ATTACK_TYPE_PROJECTILE = 50 // useless after 3rd decisecond
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)
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parry_imperfect_falloff_percent = 30
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parry_efficiency_to_counterattack = 100
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parry_efficiency_to_counterattack = INFINITY
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parry_efficiency_considered_successful = 1
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parry_efficiency_perfect = 100
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parry_data = list(
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@@ -315,6 +315,12 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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bare_wound_bonus = 0
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wound_bonus = 0
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/obj/item/melee/bokken/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)
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. = ..()
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if(!istype(object, /obj/item/melee/bokken))
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// no counterattack.
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block_return[BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK] = TRUE
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/datum/block_parry_data/bokken // fucked up parry data, emphasizing quicker, shorter parries
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parry_stamina_cost = 10 // be wise about when you parry, though, else you won't be able to fight enough to make it count
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parry_time_windup = 0
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@@ -417,7 +423,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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desc = "A misnomer of sorts, this is effectively a blunt katana made from steelwood, a dense organic wood derived from steelcaps. Why steelwood? Druids can use it. Duh."
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icon_state = "bokken_steel"
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item_state = "bokken_steel"
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force = 12
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force = 12
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stamina_damage_increment = 3
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/obj/item/melee/bokken/waki
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@@ -427,7 +433,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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item_state = "wakibokken"
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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force = 6
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force = 6
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stamina_damage_increment = 4
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block_parry_data = /datum/block_parry_data/bokken/waki
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default_parry_data = /datum/block_parry_data/bokken/waki
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@@ -442,7 +448,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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parry_time_perfect_leeway = 1
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parry_imperfect_falloff_percent = 7.5
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parry_efficiency_to_counterattack = 120
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parry_efficiency_considered_successful = 65
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parry_efficiency_considered_successful = 65
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parry_efficiency_perfect = 120
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parry_efficiency_perfect_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 30,
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@@ -455,10 +461,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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/datum/block_parry_data/bokken/waki/quick_parry //For the parry spammer in you
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parry_stamina_cost = 2 // Slam that parry button
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parry_time_active = 2.5
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parry_time_perfect = 1
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parry_time_perfect = 1
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parry_time_perfect_leeway = 1
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parry_failed_stagger_duration = 1 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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/datum/block_parry_data/bokken/waki/quick_parry/proj
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parry_efficiency_perfect_override = list()
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@@ -468,7 +474,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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desc = "A misnomer of sorts, this is effectively a blunt wakizashi made from steelwood, a dense organic wood derived from steelcaps. Why steelwood? Druids can use it. Duh."
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icon_state = "wakibokken_steel"
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item_state = "wakibokken_steel"
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force = 8
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force = 8
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stamina_damage_increment = 2
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/obj/item/melee/bokken/debug
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@@ -348,7 +348,7 @@
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parry_time_perfect = 1.5
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parry_time_perfect_leeway = 1
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parry_imperfect_falloff_percent = 7.5
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parry_efficiency_to_counterattack = 100
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parry_efficiency_to_counterattack = INFINITY
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parry_efficiency_considered_successful = 50
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parry_efficiency_perfect = 120
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parry_efficiency_perfect_override = list(
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