Melee rebalancing rebalancing, high damage single-target attacks (#18766)

This commit is contained in:
Errant
2023-08-06 16:01:44 +00:00
committed by GitHub
parent ccacb7d957
commit eb8c7dcc6c
5 changed files with 13 additions and 8 deletions

View File

@@ -452,7 +452,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{
var damage = GetDamage(meleeUid, user, component);
// If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
// For consistency with wide attacks stuff needs damageable.
if (Deleted(ev.Target) ||
@@ -575,7 +576,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length());
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
var damage = GetDamage(meleeUid, user, component);
var entities = ev.Entities;
if (entities.Count == 0)