parry tweaks

This commit is contained in:
Hatterhat
2020-07-25 15:37:21 -05:00
parent b9ce2e497d
commit fa5fd08be3

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@@ -267,10 +267,11 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
var/reinforced = FALSE
item_flags = ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/bokken
bare_wound_bonus = 10
bare_wound_bonus = 15 // having your leg smacked by a wooden stick is probably not great for it if it's naked
wound_bonus = -5
/datum/block_parry_data/bokken // fucked up parry data, emphasizing quicker, shorter parries
parry_stamina_cost = 9 // be wise about when you parry, though, else you won't be able to fight enough to make it count
parry_time_windup = 0
parry_time_active = 10
parry_time_spindown = 0
@@ -278,16 +279,16 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/* parry_time_windup_visual_override = 1
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 12 */
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // bokken users can still strike while parrying
// parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // bokken users can no longer strike while parrying
parry_time_perfect = 1.5 // first ds isn't perfect
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 5
parry_efficiency_to_counterattack = 90
parry_imperfect_falloff_percent = 7.5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 65 // VERY generous
parry_efficiency_perfect = 120
parry_failed_stagger_duration = 3 SECONDS
// parry_cooldown = 0.5 SECONDS // most of this items strength *is* in parrying...
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.
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
/obj/item/melee/bokken/Initialize()
. = ..()
@@ -299,7 +300,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
force -= 2
damtype = BRUTE
attack_verb = list("bashed", "smashed", "attacked")
bare_wound_bonus = 10
bare_wound_bonus = 15
wound_bonus = -5
else
force += 2