Increase falloff with range for focused mods

This commit is contained in:
Cmdr McDonald
2017-01-25 19:08:55 +00:00
parent 63e850b5aa
commit dd48d2d007
3 changed files with 13 additions and 4 deletions

View File

@@ -8,6 +8,7 @@
* Add engagement range to damage received panel
* Handle burst rate of fire as an absolute number rather than a perentage modification
* Ensure that clip values are always rounded up
* Ensure that focused weapon mod uses range modifier to increase falloff as well
#2.2.10
* Fix detailed export of module reinforcement packages

View File

@@ -75,7 +75,7 @@ export default class HardpointSlot extends Slot {
{ m.getDps() && m.getEps() ? <div className={'l'} onMouseOver={termtip.bind(null, 'dpe')} onMouseOut={tooltip.bind(null, null)}>{translate('DPE')}: {formats.f1(m.getDps() / m.getEps())}</div> : null }
{ m.getRoF() ? <div className={'l'} onMouseOver={termtip.bind(null, 'rof')} onMouseOut={tooltip.bind(null, null)}>{translate('ROF')}: {formats.f1(m.getRoF())}{u.ps}</div> : null }
{ m.getRange() ? <div className={'l'}>{translate('range')} {formats.f1(m.getRange() / 1000)}{u.km}</div> : null }
{ m.getFalloff() ? <div className={'l'}>{translate('falloff')} {formats.f1(m.getFalloff() / 1000)}{u.km}</div> : null }
{ m.getFalloff() ? <div className={'l'}>{translate('falloff')} {formats.round(m.getFalloff() / 1000)}{u.km}</div> : null }
{ m.getShieldBoost() ? <div className={'l'}>+{formats.pct1(m.getShieldBoost())}</div> : null }
{ m.getAmmo() ? <div className={'l'}>{translate('ammunition')}: {formats.int(m.getClip())}/{formats.int(m.getAmmo())}</div> : null }
{ m.getShotSpeed() ? <div className={'l'}>{translate('shotspeed')}: {formats.int(m.getShotSpeed())}{u.mps}</div> : null }

View File

@@ -293,11 +293,19 @@ export default class Module {
*/
getFalloff() {
if (this.getModValue('fallofffromrange')) {
// Falloff from range means what it says, so use range instead of falloff
return this.getRange();
} else {
const falloff = this._getModifiedValue('falloff');
const range = this.getRange();
return (falloff > range ? range : falloff);
// Need to find out if we have a focused modification, in which case our falloff is scaled to range
if (this.blueprint && this.blueprint.name === 'Focused') {
const rangeMod = this.getModValue('range') / 10000;
return this.falloff * (1 + rangeMod);
} else {
// Standard falloff calculation
const range = this.getRange();
const falloff = this._getModifiedValue('falloff');
return (falloff > range ? range : falloff);
}
}
}