changes
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@@ -90,7 +90,7 @@
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parry_time_perfect = 2
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parry_efficiency_perfect = 110 //Very low leeway for counterattacks...
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parry_efficiency_considered_successful = 0.8
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parry_efficiency_to_counterattack = 1
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parry_efficiency_to_counterattack = 110
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parry_cooldown = 15 //But also very low cooldown..
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parry_failed_stagger_duration = 2 SECONDS //And relatively small penalties for failing.
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parry_failed_clickcd_duration = 1 SECONDS
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@@ -140,7 +140,7 @@
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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_efficiency_to_counterattack = INFINITY // no counterattacks
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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 = 1 SECONDS
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@@ -1559,12 +1559,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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else
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user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
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if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes disarmspam cause staminaloss, pugilists can do it almost effortlessly
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if(!user.UseStaminaBuffer(1, warn = TRUE))
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return
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else
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if(!user.UseStaminaBuffer(1, warn = TRUE))
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return
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if(!user.UseStaminaBuffer(1, warn = TRUE))
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return
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if(attacker_style && attacker_style.disarm_act(user,target))
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return TRUE
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@@ -281,7 +281,7 @@
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pacifist_counter_check = (!active_parry_item.force || active_parry_item.damtype == STAMINA)
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else
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pacifist_counter_check = FALSE //Both martial and unarmed counter attacks generally are harmful, so no need to have the same line twice.
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if(efficiency >= data.parry_efficiency_to_counterattack && pacifist_counter_check)
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if(efficiency >= data.parry_efficiency_to_counterattack && pacifist_counter_check && !return_list[BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK])
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effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
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if(data.parry_flags & PARRY_DEFAULT_HANDLE_FEEDBACK)
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handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text)
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@@ -139,7 +139,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// Efficiency must be at least this to be considered successful
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var/parry_efficiency_considered_successful = 0.1
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/// Efficiency must be at least this to run automatic counterattack
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var/parry_efficiency_to_counterattack = 0.1
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var/parry_efficiency_to_counterattack = INFINITY
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/// Maximum attacks to parry successfully or unsuccessfully (but not efficiency < 0) during active period, hitting this immediately ends the sequence.
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var/parry_max_attacks = INFINITY
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/// Visual icon state override for parrying
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@@ -209,7 +209,7 @@
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parry_time_perfect = 2
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parry_time_perfect_leeway = 0.75
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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 = 80
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parry_efficiency_perfect = 120
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parry_failed_stagger_duration = 3 SECONDS
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@@ -270,7 +270,7 @@
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parry_time_windup = 0
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parry_time_spindown = 0
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parry_imperfect_falloff_percent = 0
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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 = 120
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parry_efficiency_perfect = 120
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parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 4)
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