bokken nerfs, desword deflects
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@@ -51,6 +51,10 @@
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// no attacking while blocking
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block_lock_attacking = TRUE
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block_projectile_mitigation = 75
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// more efficient vs projectiles
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block_stamina_efficiency_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 4
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)
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parry_time_windup = 0
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parry_time_active = 8
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@@ -65,14 +69,20 @@
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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_efficiency_perfect = 90
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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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// more efficient vs projectiles
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block_stamina_efficiency_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 4
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)
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/obj/item/dualsaber/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
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if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
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return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
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return ..()
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/obj/item/dualsaber/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 >= 90) // perfect parry
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
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. |= BLOCK_SHOULD_REDIRECT
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/obj/item/dualsaber/Initialize()
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. = ..()
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@@ -283,7 +283,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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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 = 120
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parry_efficiency_considered_successful = 65 // VERY generous
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parry_efficiency_perfect = 120
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parry_efficiency_perfect_override = list(
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@@ -294,11 +294,12 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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/datum/block_parry_data/bokken/quick_parry // emphasizing REALLY SHORT PARRIES
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parry_stamina_cost = 6 // still more costly than most parries, but less than a full bokken parry
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parry_time_active = 5 // REALLY small parry window
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parry_time_perfect = 2.5 // however...
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parry_time_perfect_leeway = 2.5 // the entire time, the parry is perfect
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parry_time_active = 4 // REALLY small parry window
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parry_time_perfect = 2 // however...
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parry_time_perfect_leeway = 2 // the entire time, the parry is perfect
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parry_failed_stagger_duration = 1 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS // more forgiving punishments for missed parries
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parry_cooldown = 1 SECONDS // make your parries count
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// still, don't fucking miss your parries or you're down stamina and staggered to shit
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/obj/item/melee/bokken/Initialize()
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