math fix
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@@ -41,7 +41,7 @@
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/datum/block_parry_data/dual_esword // please run at the man going apeshit with his funny doublesword
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can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST | BLOCK_DIR_WEST | BLOCK_DIR_EAST
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block_damage_absorption = 2
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block_damage_absorption = 5
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block_damage_multiplier = 0.15
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block_damage_multiplier_override = list(
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ATTACK_TYPE_MELEE = 0.25
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@@ -59,7 +59,7 @@
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)
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parry_time_windup = 0
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parry_time_active = 8
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parry_time_active = 12
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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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@@ -82,7 +82,7 @@
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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_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
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. |= BLOCK_SHOULD_REDIRECT
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/obj/item/dualsaber/Initialize()
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@@ -149,7 +149,7 @@
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if(isnull(absorption))
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absorption = data.block_damage_absorption
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if(isnull(efficiency))
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efficiency = data.block_damage_multiplier * (passive? data.block_automatic_mitigation_multiplier : 1)
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efficiency = data.block_damage_multiplier * (passive? (1 / data.block_automatic_mitigation_multiplier) : 1)
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if(isnull(limit))
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limit = data.block_damage_limit
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// now we calculate damage to reduce.
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