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
1sec = 40 damage
1.5sec = 80 damage
1.8sec = 120 damage
2.1sec = 160 damage
2.3sec = 200 damage
2.4sec = 240 damage
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.
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: