Handle armour differently: Instead of having a value and percents for each type, just have a different value for each type. This makes it easier to upgrade *one* type of armour at once.
This was SVN commit r4758.
This commit is contained in:
parent
5d3f85a7d0
commit
91db07faa2
@ -886,11 +886,11 @@ function damage( dmg, inflictor )
|
|||||||
this.lastCombatTime = getGameTime();
|
this.lastCombatTime = getGameTime();
|
||||||
|
|
||||||
// Apply armour and work out how much damage we actually take
|
// Apply armour and work out how much damage we actually take
|
||||||
crushDamage = dmg.crush - arm.value * arm.crush;
|
crushDamage = dmg.crush - arm.crush;
|
||||||
if ( crushDamage < 0 ) crushDamage = 0;
|
if ( crushDamage < 0 ) crushDamage = 0;
|
||||||
pierceDamage = dmg.pierce - arm.value * arm.pierce;
|
pierceDamage = dmg.pierce - arm.pierce;
|
||||||
if ( pierceDamage < 0 ) pierceDamage = 0;
|
if ( pierceDamage < 0 ) pierceDamage = 0;
|
||||||
hackDamage = dmg.hack - arm.value * arm.hack;
|
hackDamage = dmg.hack - arm.hack;
|
||||||
if ( hackDamage < 0 ) hackDamage = 0;
|
if ( hackDamage < 0 ) hackDamage = 0;
|
||||||
|
|
||||||
totalDamage = parseInt(dmg.typeless + crushDamage + pierceDamage + hackDamage);
|
totalDamage = parseInt(dmg.typeless + crushDamage + pierceDamage + hackDamage);
|
||||||
|
Loading…
Reference in New Issue
Block a user