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Further armor and weapon tweaks + bugfix
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Hadn't hooked up the effect, further changes to try and rebalance lasers and reactive armor and all that stuff.
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darloth committed Jul 8, 2016
1 parent 1c4795c commit a5874b0
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Showing 5 changed files with 9 additions and 6 deletions.
5 changes: 5 additions & 0 deletions Rising Stars/data/effects/CapDamageExceptEnergy.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
Effect: CapDamageExceptEnergy
Value: MaxDamage
Value: MinimumPercent

Damage: ABEMCombat::CapDamageExceptEnergy
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Subsystem: ReactiveArmor
Hull: Flagship, Station

Size := HexSize * Hexes
ImpactLevel := 27 * HexSize
ImpactLevel := 27 * ShipSize/128
MinPct := 1/6

Hex.Resistance := 0.55
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2 changes: 1 addition & 1 deletion Rising Stars/data/subsystems/flagships/weapons/Laser.txt
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ Subsystem: Laser
Hull: Flagship, Station

Size := HexSize * Hexes
BeamDPS := 2 * Size
BeamDPS := 2.2 * Size
Duration := 10
Cooldown := 0.01
Range := Size + 450
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Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Subsystem: SupportReactiveArmor
Hull: Support, Satellite

Size := HexSize * Hexes
ImpactLevel := 27 * HexSize
ImpactLevel := 29 * ShipSize/128
MinPct := 1/4

Hex.Resistance := 0.55
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4 changes: 1 addition & 3 deletions Rising Stars/scripts/server/ABEMCombat.as
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Expand Up @@ -88,10 +88,8 @@ void ABEMControlDestroyed(Event& evt) {
DamageEventStatus CapDamageExceptEnergy(DamageEvent& evt, const vec2u& position,
double maxDamage, double MinimumPercent)
{
if((evt.flags & typeMask) == DT_Energy) {
print("Energy hit a CapDamageExceptEnergy");
if((evt.flags & typeMask) == DT_Energy)
return DE_Continue;
}
if(evt.flags & DF_IgnoreDR != 0)
return DE_Continue;
if(evt.flags & DF_FullDR != 0)
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