parry tweaks
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@@ -267,10 +267,11 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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var/reinforced = FALSE
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item_flags = ITEM_CAN_PARRY
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block_parry_data = /datum/block_parry_data/bokken
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bare_wound_bonus = 10
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bare_wound_bonus = 15 // having your leg smacked by a wooden stick is probably not great for it if it's naked
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wound_bonus = -5
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/datum/block_parry_data/bokken // fucked up parry data, emphasizing quicker, shorter parries
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parry_stamina_cost = 9 // be wise about when you parry, though, else you won't be able to fight enough to make it count
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parry_time_windup = 0
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parry_time_active = 10
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parry_time_spindown = 0
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@@ -278,16 +279,16 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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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 // bokken users can still strike while parrying
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// parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // bokken users can no longer strike while parrying
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parry_time_perfect = 1.5 // first ds isn't perfect
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parry_time_perfect_leeway = 1
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parry_imperfect_falloff_percent = 5
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parry_efficiency_to_counterattack = 90
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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_considered_successful = 65 // VERY generous
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parry_efficiency_perfect = 120
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parry_failed_stagger_duration = 3 SECONDS
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// parry_cooldown = 0.5 SECONDS // most of this items strength *is* in parrying...
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parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5) // 7 * 2.5 = 17.5 or 8 * 2.5 = 20. hopefully balanced by needing a parry and all that.
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parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5) // 7*2.5 = 17.5, 8*2.5 = 20, 9*2.5 = 22.5, 10*2.5 = 25
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/obj/item/melee/bokken/Initialize()
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. = ..()
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@@ -299,7 +300,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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force -= 2
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damtype = BRUTE
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attack_verb = list("bashed", "smashed", "attacked")
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bare_wound_bonus = 10
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bare_wound_bonus = 15
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wound_bonus = -5
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else
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force += 2
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