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Idea about some force knockdown system


TheShaman

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Indeed, your estimation was good, I counted the pixels myself, and it's 1/8,4 (yea I'm like that, some crazy guy).

So there's a missing piece of the following :

1) Your meter does not indicate the parry MP increase (maybe you were not parried, or maybe you just regenerated MP right after (shii cho regens fast)).

2) The bar is not regular, it's as you said, harder to fill in the begining, easier at the end.

3) Razorace gave us fake information to toy with our brains, sadistic one.

Gotta inquire to find which one is true.

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I believe the MP cost of getting parried is 4.

 

else

{//standard attack

//set blocker

#ifdef _DEBUG

mechBlocker->behaveMode = SABBEHAVE_BLOCK;

#endif

 

//set attacker

if(parried)

{//parry values

if(attacker->client->ps.saberMove == LS_A_LUNGE)

{//attacker's lunge was parried, force mishap.

*attackerMishap = SabBeh_RollBalance(attacker, mechAttacker, qtrue);

}

else

{

*attackerMishap = SabBeh_RollBalance(attacker, mechAttacker, atkparry);

}

SabBeh_AddBalance(attacker, mechAttacker, 2, qtrue);

#ifdef _DEBUG

mechAttacker->behaveMode = SABBEHAVE_ATTACKPARRIED;

#endif

attacker->client->ps.userInt3 |= ( 1 << FLAG_PARRIED );

 

SabBeh_AddBalance(blocker, mechBlocker, -3, qfalse);

}

Doesn't look like its 4 to me. We need to change that especially in the new combat since the attack parries happen less now. Would someone who's not going to work now bug ticket looking into that?

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But if the attacker suffers a mishap, like a slow bounce or a butter finger thing (I think it's possible with attack parry but not sure anymore), he'll lose 3 MP for suffiring a mishap, and gain 2 for being parried, right? So he'll lose 1 MP.

Or does it behave in another way, like... only gain MP, or only lose MP?

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