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
🆑
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.
/🆑
This commit is contained in:
necromanceranne
2024-04-24 02:51:29 +02:00
committed by GitHub
parent b6fce8f35f
commit 6b018aae7d
+9 -2
View File
@@ -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