Melee rebalancing rebalancing, high damage single-target attacks (#18766)
This commit is contained in:
@@ -72,16 +72,17 @@ public sealed class MeleeWeaponComponent : Component
|
||||
public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f);
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies damage by this amount for wide attacks.
|
||||
/// Multiplies damage by this amount for single-target attacks.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
|
||||
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(1.25);
|
||||
|
||||
//TODO: Was set to 0 value as of 2023-08-06, might want to delete later if we never go back to this idea
|
||||
/// <summary>
|
||||
/// How much stamina it costs for a heavy attack.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("heavyStaminaCost")]
|
||||
public float HeavyStaminaCost = 15f;
|
||||
public float HeavyStaminaCost = 0f;
|
||||
|
||||
// TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user