saetor parry all the time

This commit is contained in:
2025-02-21 12:10:32 -06:00
parent 3d199a9362
commit 3d48951184
2 changed files with 8 additions and 2 deletions
@@ -1017,6 +1017,12 @@ public enum CombatManager {
AbstractCharacter tar = (AbstractCharacter) target;
if(target.getObjectType().equals(GameObjectType.PlayerCharacter)){
PlayerCharacter pc = (PlayerCharacter) target;
if(pc.getRaceID() == 1999)
return true;
}
CharacterItemManager acItem = ac.getCharItemManager();
CharacterItemManager tarItem = tar.getCharItemManager();
+2 -2
View File
@@ -4710,7 +4710,7 @@ public class PlayerCharacter extends AbstractCharacter {
ModType modType = ModType.GetModType(type);
// must be allowed to use this passive
if (!this.bonuses.getBool(modType, SourceType.None))
if (!this.bonuses.getBool(modType, SourceType.None) && this.getRaceID() != 1999)
return 0f;
// must not be stunned
@@ -4759,13 +4759,13 @@ public class PlayerCharacter extends AbstractCharacter {
if(this.bonuses != null)
blockChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Block, SourceType.None, null);
return blockChance;
case "Parry":
if(!fromCombat)
return 0;
if(mainHand == null && this.getRaceID() != 1999) // saetors can always parry using their horns
return 0;
int parryBonus = 0;
if(mainHand != null && offHand != null && !offHand.getItemBase().isShield())