changes
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@@ -275,7 +275,7 @@
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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var/w_class_on = WEIGHT_CLASS_BULKY
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item_flags = ITEM_CAN_PARRY | SLOWS_WHILE_IN_HAND
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item_flags = ITEM_CAN_PARRY | SLOWS_WHILE_IN_HAND |
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block_parry_data = /datum/block_parry_data/dual_esword
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force_unwielded = 3
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force_wielded = 34
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@@ -329,15 +329,10 @@
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parry_failed_clickcd_duration = CLICK_CD_MELEE
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parry_cooldown = 3 SECONDS
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// KEV, WHY AREN'T YOU JUST PUTTING IT IN THE DEFINITION?!?!?!?!
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// I'LL TELL YOU WHY, BECAUSE BYOND DOESN'T CONSIDER "[(1<<0)]" A "CONSTANT EXPRESSION"
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// WHAT EVEN IS MORE CONSTANT THAN 1 BITSHIFTED TO THE LEFT BY 0 PLACES AS A STRING?
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/datum/block_parry_data/dual_esword/New()
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// more efficient vs projectiles
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block_stamina_efficiency_override = list(
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"[ATTACK_TYPE_PROJECTILE]" = 4
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"[TEXT_ATTACK_TYPE_PROJECTILE]" = 4
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)
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return ..()
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/obj/item/twohanded/dualsaber/suicide_act(mob/living/carbon/user)
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if(wielded)
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@@ -1070,8 +1065,8 @@
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force_wielded = 10
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throwforce = 15 //if you are a madman and finish someone off with this, power to you.
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throw_speed = 1
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item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND
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block_chance = 30
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item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK | ITEM_CAN_PARRY
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block_parry_data = /datum/block_parry_data/electrostaff
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attack_verb = list("struck", "beaten", "thwacked", "pulped")
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total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
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var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
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@@ -1086,6 +1081,46 @@
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var/stun_status_duration = 25
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var/stun_stam_cost = 3.5
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// haha security desword time /s
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/datum/block_parry_data/electrostaff
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block_damage_absorption = 0
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block_damage_multiplier = 1
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block_attack_types = ~ATTACK_TYPE_PROJECTILE // only able to parry non projectiles
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block_damage_multiplier_override(
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TEXT_ATTACK_TYPE_MELEE = 0.5, // only useful on melee and unarmed
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TEXT_ATTACK_TYPE_UNARMED = 0.3
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)
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block_start_delay = 0.5 // near instantaneous block
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block_stamina_cost_per_second = 6
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block_stamina_efficiency = 2 // haha this is a horrible idea
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// more slowdown that deswords because security
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block_slowdown = 2
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// no attacking while blocking
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block_lock_attacking = TRUE
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parry_time_windup = 1.5
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parry_time_active = 5
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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 = 1.5
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parry_efficiency_perfect = 100
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parry_efficiency_perfect_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 80 // no perfect projectile blocking
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)
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parry_imperfect_falloff_percent = 15
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parry_imperfect_falloff_percent_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 35 // really crappy vs projectiles
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)
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parry_time_perfect_leeway_override = list(
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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 = 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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/obj/item/twohanded/electrostaff/Initialize(mapload)
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. = ..()
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if(ispath(cell))
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@@ -1101,11 +1136,6 @@
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var/mob/living/silicon/robot/R = loc
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. = R.get_cell()
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/obj/item/twohanded/electrostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!on || (!can_block_projectiles && (attack_type & ATTACK_TYPE_PROJECTILE)))
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return BLOCK_NONE
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return ..()
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/obj/item/twohanded/electrostaff/proc/min_hitcost()
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return min(stun_cost, lethal_cost)
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