vlggms / lobotomy-corp13

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Tweaks Green Stem Ego and New Move_Resist Proc[DONE] #2312

Closed InsightfulParasite closed 1 month ago

InsightfulParasite commented 1 month ago

About The Pull Request

Tweaks and reworks some of the green stem ego code so that it works better as a weapon. increased vine damage to 40 increased vineburst range from 3 to 5 changed vine cooldown from 3 seconds to 1 second. removed sanity consumption added a move_resist alteration to prevent knockback. This change would make the attack deal 40*6 = 240 damage or 360 damage if below 30% sanity 1+0.5+0.333+0.25+0.2+0.1667 = 2.45 SECONDS

For perspective Amber Dawn has 80 health so a swarm would be annihilated in 1.5 seconds Steel Dawns have 220 health and would be annihilated in a full burst. Though since this is a waw weapon it might be acceptable. Cooldown is now based on vine_cooldown = world.time + (channeling_duration_start * channeling_cycle_max)

THIS REQUIRES A MASSIVE BALANCE CHECK SINCE THE AOE ATTACK HAS NO LIMIT ON THE AMOUNT OF ENEMIES IT CAN HIT.

Replaced the throw_at() in /obj/item/ego_weapon/attack() with safe_throw_at() so that move_resist can be used to prevent knockback.

What i did was make a proc that alters the move_resist of the user. move_resist if greater than the force applied by safe_throw_at(force) will cancel the knockback throw but not the damage applied beforehand.

Instead of making it a proc unique to green stem i may move it back to ego_weapons or put the move_resist change proc in mobs. My other choice was to use anchored but it was a bit wonky since client mobs can still move while anchored and altering a TRUE/FALSE var felt like it'd cause more confusion than nessesary.

Why It's Good For The Game

I can atomize the move_resist to a separate PR since its a edit that could be used on shields to prevent knockback from destroying tanky agents that are holding the line.

Changelog

:cl: tweak: ego_weapon/stem tweak: ego_weapon.dm /:cl: