From 6b018aae7dc86c49ebd66a8490b73843d29844c4 Mon Sep 17 00:00:00 2001 From: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Date: Wed, 24 Apr 2024 10:51:29 +1000 Subject: [PATCH] Removes the stun from longfall modules activating. (#82824) ## About The Pull Request What it says on the tin. When you fall with the longfall module active, you do not get stunned. If you fall from more than one z-level, however, you will be staggered from the fall, with a length based on the number of levels fallen. ## Why It's Good For The Game I noticed that while using these as a felinid that I actually was stunned utilizing them. dropping the equipment I was carrying and being rooted in place for a bit. And I thought to myself 'wait, hang on, by taking this thing out, out I'm actually WAY better off than if I kept them in, what gives?' They just got powercreeped, unfortunately. Freerunner and being a catgirl is stronger than this very niche module, because they're equipment independent and also not a hard stun (I know faceplanting with freerunner is still a bit of a stun, but you can still move and potentially avoid losing equipment by falling while prone). And maybe it functions a lot stronger in situations where those two traits just don't apply (or apply in a very negative fashion in the case of felinids), I don't see why they shouldn't be superior to those traits. You have to have a modsuit, and you need to be on a map that makes use of multi-z. And additionally be in gravity. Typically, I would think equipment benefits should be stronger than innate/roundstart features. Most of the time, it is easier and more beneficial to be in constant flight while using a modsuit than to prepare for longfalling. So let's just make it better overall. I don't know how many people would even use it, but I know I will and I love tossing myself into the void below. ## Changelog :cl: balance: Longfall modules no logner stun you when they activate. balance: Falling from a height greater than one z-level while using the longfall module will still stagger you. /:cl: --- code/modules/mod/modules/modules_general.dm | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/code/modules/mod/modules/modules_general.dm b/code/modules/mod/modules/modules_general.dm index f5ca4b2f951..adbcc2064f8 100644 --- a/code/modules/mod/modules/modules_general.dm +++ b/code/modules/mod/modules/modules_general.dm @@ -506,9 +506,16 @@ if(!drain_power(use_energy_cost * levels)) return NONE new /obj/effect/temp_visual/mook_dust(fell_on) - mod.wearer.Stun(levels * 1 SECONDS) + + /// Boolean that tracks whether we fell more than one z-level. If TRUE, we stagger our wearer. + var/extreme_fall = FALSE + + if(levels >= 2) + extreme_fall = TRUE + mod.wearer.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * levels, 10 SECONDS) + mod.wearer.visible_message( - span_notice("[mod.wearer] lands on [fell_on] safely."), + span_notice("[mod.wearer] lands on [fell_on] safely[extreme_fall ? ", but barely manages to stay on [p_their()] feet." : ", and quite stylishly on [p_their()] feet" ]."), span_notice("[src] protects you from the damage!"), ) return ZIMPACT_CANCEL_DAMAGE|ZIMPACT_NO_MESSAGE|ZIMPACT_NO_SPIN