fix
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@@ -105,9 +105,28 @@
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sharpness = IS_SHARP
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embedding = list("embed_chance" = 75, "embedded_impact_pain_multiplier" = 10)
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armour_penetration = 35
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block_chance = 50
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item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
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block_parry_data = /datum/block_parry_data/energy_sword
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var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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/datum/block_parry_data/energy_sword
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parry_time_windup = 0
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parry_time_active = 20
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parry_time_spindown = 0
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// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
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parry_time_windup_visual_override = 1
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parry_time_active_visual_override = 3
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parry_time_spindown_visual_override = 12
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parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // esword users can attack while parrying.
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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 = 10
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parry_efficiency_to_counterattack = 100
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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 = 2 SECONDS
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parry_cooldown = 2 SECONDS
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/obj/item/melee/transforming/energy/sword/Initialize(mapload)
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. = ..()
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set_sword_color()
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@@ -101,7 +101,7 @@
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return 1
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return ..()
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/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user)
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/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
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if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
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return FALSE
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return ..()
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@@ -66,6 +66,8 @@
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/mob/living/proc/end_parry_sequence()
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if(!parrying)
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return
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REMOVE_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_PARRY_TRAIT)
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REMOVE_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_PARRY_TRAIT)
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if(parry_visual_effect)
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QDEL_NULL(parry_visual_effect)
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var/datum/block_parry_data/data = get_parry_data()
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