diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index c5ac3393588d..8e8d960c414d 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -372,10 +372,13 @@ meteor_act zone = ran_zone(BP_TORSO,75) //Hits a random part of the body, geared towards the chest //check if we hit + /* var/miss_chance = 15 var/distance = get_dist(TT.initial_turf, loc) miss_chance = max(5 * (distance - 2), 0) zone = get_zone_with_miss_chance(zone, src, miss_chance, ranged_attack=1) + */ + //Removes baymiss. if(zone && TT.thrower != src) var/shield_check = check_shields(throw_damage, O, TT.thrower, zone, "[O]") diff --git a/code/modules/mob/living/defense.dm b/code/modules/mob/living/defense.dm index 1986b015bc07..9a4bcd0fff48 100644 --- a/code/modules/mob/living/defense.dm +++ b/code/modules/mob/living/defense.dm @@ -276,13 +276,13 @@ var/dtype = O.damtype var/throw_damage = O.throw_force * TT.get_damage_multiplier(src) - var/miss_chance = 15 + /*var/miss_chance = 15 var/distance = get_dist(TT.initial_turf, loc) miss_chance = max(5 * (distance - 2), 0) if (prob(miss_chance)) visible_message("\The [O] misses [src] narrowly!") - return COMPONENT_THROW_HIT_PIERCE | COMPONENT_THROW_HIT_NEVERMIND + return COMPONENT_THROW_HIT_PIERCE | COMPONENT_THROW_HIT_NEVERMIND */ //Removes baymiss src.visible_message("[src] has been hit by [O].") var/armor = run_armor_check(null, "melee") diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm index 47ea91b24636..62333e7769e8 100644 --- a/code/modules/mob/mob_helpers.dm +++ b/code/modules/mob/mob_helpers.dm @@ -190,10 +190,12 @@ miss_chance = base_miss_chance[zone] if (zone == "eyes" || zone == "mouth") miss_chance = base_miss_chance["head"] - miss_chance = max(miss_chance + miss_chance_mod, 0) + //miss_chance = max(miss_chance + miss_chance_mod, 0) --Removes baymiss-- + if(prob(miss_chance_mod)) //this is here in case I missed any baymiss removal fringe cases or if anyone makes uses of the evasion stat e.g. in mobs otherwise removal very similar to other bay adapted servers + return null if(prob(miss_chance)) - if(prob(70)) - return null + //if(prob(70)) + // return null --Baymiss removal-- return pick(base_miss_chance) return zone diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 823dbbb39735..c7c452ae6a67 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -551,7 +551,7 @@ return //roll to-hit - miss_modifier = max(15*(distance-2) - accuracy + miss_modifier + target_mob.get_evasion(), 0) + miss_modifier = max(miss_modifier + target_mob.get_evasion(), -100) //Altered to remove baymiss components, hopefully this doesnt break anything with the fifty or so gun refactors we got -Irkalla var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss var/result = PROJECTILE_FORCE_MISS