From 65ec8cf4ee18191d562fe74f02529a01ace257cd Mon Sep 17 00:00:00 2001 From: Neugeniko Date: Sat, 17 Mar 2018 11:44:29 +1100 Subject: [PATCH] Take into consideration reactivation time for non repeatable modules like the assault DC and MJD when calculating their 'actual' cycle time. --- eos/saveddata/module.py | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/eos/saveddata/module.py b/eos/saveddata/module.py index 17917287d..5d58f7d93 100644 --- a/eos/saveddata/module.py +++ b/eos/saveddata/module.py @@ -713,7 +713,7 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): # Module can only fire one shot at a time, think bomb launchers or defender launchers if self.disallowRepeatingAction: - if numShots > 1: + if numShots > 0: """ The actual mechanics behind this is complex. Behavior will be (for 3 ammo): fire, reactivation delay, fire, reactivation delay, fire, max(reactivation delay, reload) @@ -729,6 +729,7 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): Applies to MJD/MJFG """ effective_reload_time = max(raw_reload_time, self.reactivationDelay, 0) + speed = speed + effective_reload_time else: """ Currently no other modules would have a reactivation delay, so for sanities sake don't try and account for it.