From 91db07faa259ba7aca71698d775f856edc2426b3 Mon Sep 17 00:00:00 2001 From: Matei Date: Fri, 12 Jan 2007 16:18:20 +0000 Subject: [PATCH] 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. --- binaries/data/mods/official/scripts/entity_functions.js | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/binaries/data/mods/official/scripts/entity_functions.js b/binaries/data/mods/official/scripts/entity_functions.js index 8030a1548e..b7b26cb414 100644 --- a/binaries/data/mods/official/scripts/entity_functions.js +++ b/binaries/data/mods/official/scripts/entity_functions.js @@ -886,11 +886,11 @@ function damage( dmg, inflictor ) this.lastCombatTime = getGameTime(); // 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; - pierceDamage = dmg.pierce - arm.value * arm.pierce; + pierceDamage = dmg.pierce - arm.pierce; if ( pierceDamage < 0 ) pierceDamage = 0; - hackDamage = dmg.hack - arm.value * arm.hack; + hackDamage = dmg.hack - arm.hack; if ( hackDamage < 0 ) hackDamage = 0; totalDamage = parseInt(dmg.typeless + crushDamage + pierceDamage + hackDamage);