changes
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@@ -409,7 +409,7 @@
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return
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var/informed = FALSE
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if(isrobotic(src))
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apply_status_effect(/datum/status_effect/no_combat_mode/robotic_emp, severity / 20)
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apply_status_effect(/datum/status_effect/robotic_emp, severity / 20)
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severity *= 0.5
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var/do_not_stun = FALSE
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if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
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@@ -55,7 +55,6 @@
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ADD_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_MOBILITY_NOUSE, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_ARMOR_BROKEN, SLIMEPUDDLE_TRAIT)
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H.update_disabled_bodyparts(silent = TRUE) //silently update arms to be paralysed
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@@ -96,7 +95,6 @@
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REMOVE_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_MOBILITY_NOUSE, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_ARMOR_BROKEN, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_HUMAN_NO_RENDER, SLIMEPUDDLE_TRAIT)
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@@ -230,9 +230,12 @@
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return world.time - parry_start_time
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/// same return values as normal blocking, called with absolute highest priority in the block "chain".
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/mob/living/proc/run_parry(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
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/mob/living/proc/run_parry(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), allow_auto = TRUE)
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var/stage = get_parry_stage()
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if(stage != PARRY_ACTIVE)
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// If they're not currently parrying, attempt auto parry
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if((stage == NOT_PARRYING) && allow_auto)
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return attempt_auto_parry()
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return BLOCK_NONE
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var/datum/block_parry_data/data = get_parry_data()
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if(attack_type && (!(attack_type & data.parry_attack_types) || (attack_type & ATTACK_TYPE_PARRY_COUNTERATTACK))) // if this attack is from a parry do not parry it lest we infinite loop.
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@@ -37,6 +37,8 @@
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var/results
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if(I == active_block_item)
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results = I.active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
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else if(I.can_passive_block())
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results = I.passive_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
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else
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results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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. |= results
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@@ -75,7 +75,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/block_stamina_buffer_ratio = 1
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/// Stamina dealt directly via UseStaminaBuffer() per SECOND of block.
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var/block_stamina_cost_per_second = 1.5
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var/block_stamina_cost_per_second = 1
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/// Prevent stamina buffer regeneration while block?
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var/block_no_stambuffer_regeneration = TRUE
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/// Prevent stamina regeneration while block?
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@@ -93,6 +93,13 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// Sounds for blocking
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var/list/block_sounds = list('sound/block_parry/block_metal1.ogg' = 1, 'sound/block_parry/block_metal1.ogg' = 1)
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// Autoblock
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// Other than for overrides, this mostly just reads from the above vars
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/// Can this item automatically block?
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var/block_automatic_enabled = TRUE
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/// Directions that you can autoblock in
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var/block_automatic_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST
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/////////// PARRYING ////////////
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/// Prioriry for [mob/do_run_block()] while we're being used to parry.
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// None - Parry is always highest priority!
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@@ -106,7 +113,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
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/// Parry windup duration in deciseconds. 0 to this is windup, afterwards is main stage.
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var/parry_time_windup = 2
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var/parry_time_windup = 0
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/// Parry spindown duration in deciseconds. main stage end to this is the spindown stage, afterwards the parry fully ends.
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var/parry_time_spindown = 3
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/// Main parry window in deciseconds. This is between [parry_time_windup] and [parry_time_spindown]
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@@ -167,6 +174,30 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/imperfect_parry_block_return_list
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var/failed_parry_block_return_list
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// Auto parry
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// Anything not specified like cooldowns/clickdelay respecting is pulled from above.
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/// Can this data automatically parry
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var/parry_automatic_enabled = TRUE
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/// Hard autoparry cooldown
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var/autoparry_cooldown_absolute = 3 SECONDS
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/// Autoparry : Simulate a parry sequence starting at a certain tick, or simply simulate a single attack parry?
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var/autoparry_sequence_simulation = FALSE
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// Single attack simulation:
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/// Parry cooldown to inflict on single-attack autoparry
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var/autoparry_single_parry_cooldown = 3 SECONDS
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/// Clickdelay to inflict on single-attack autoparry
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var/autoparry_single_click_cooldown = 0
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/// Single attack autoparry - efficiency
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var/autoparry_single_efficiency = 60
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/// Single attack autoparry - efficiency overrides by attack type, see above
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var/list/autoparry_single_efficiency_override
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// Parry sequence simulation:
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/// Decisecond of sequence to start on. -1 to start to 0th tick of active parry window.
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var/autoparry_sequence_start_time = -1
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/// Efficiency multiplier
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var/autoparry_sequence_efficiency_multiplier = 0.8
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// Clickdelay/cooldown settings not included, as well as whether or not to lock attack/sprinting/etc. They will be pulled from the above.
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/**
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* Quirky proc to get average of flags in list that are in attack_type because why is attack_type a flag.
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*/
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