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Increase falloff with range for focused mods
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@@ -8,6 +8,7 @@
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* Add engagement range to damage received panel
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* Handle burst rate of fire as an absolute number rather than a perentage modification
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* Ensure that clip values are always rounded up
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* Ensure that focused weapon mod uses range modifier to increase falloff as well
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#2.2.10
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* Fix detailed export of module reinforcement packages
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@@ -75,7 +75,7 @@ export default class HardpointSlot extends Slot {
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{ 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 }
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{ 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 }
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{ m.getRange() ? <div className={'l'}>{translate('range')} {formats.f1(m.getRange() / 1000)}{u.km}</div> : null }
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{ m.getFalloff() ? <div className={'l'}>{translate('falloff')} {formats.f1(m.getFalloff() / 1000)}{u.km}</div> : null }
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{ m.getFalloff() ? <div className={'l'}>{translate('falloff')} {formats.round(m.getFalloff() / 1000)}{u.km}</div> : null }
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{ m.getShieldBoost() ? <div className={'l'}>+{formats.pct1(m.getShieldBoost())}</div> : null }
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{ m.getAmmo() ? <div className={'l'}>{translate('ammunition')}: {formats.int(m.getClip())}/{formats.int(m.getAmmo())}</div> : null }
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{ m.getShotSpeed() ? <div className={'l'}>{translate('shotspeed')}: {formats.int(m.getShotSpeed())}{u.mps}</div> : null }
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@@ -293,11 +293,19 @@ export default class Module {
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*/
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getFalloff() {
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if (this.getModValue('fallofffromrange')) {
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// Falloff from range means what it says, so use range instead of falloff
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return this.getRange();
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} else {
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const falloff = this._getModifiedValue('falloff');
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const range = this.getRange();
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return (falloff > range ? range : falloff);
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// Need to find out if we have a focused modification, in which case our falloff is scaled to range
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if (this.blueprint && this.blueprint.name === 'Focused') {
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const rangeMod = this.getModValue('range') / 10000;
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return this.falloff * (1 + rangeMod);
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} else {
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// Standard falloff calculation
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const range = this.getRange();
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const falloff = this._getModifiedValue('falloff');
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return (falloff > range ? range : falloff);
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}
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}
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}
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