Adds taunting as a replacement for spin/flip in style meter and parrying (#85605)

## About The Pull Request

Replaces spin/flip's uses in mining's style meter and bitrunner's
projectile parrying and instead uses a new emote, taunt. It also does
not play a sound effect for emoting, only when you successfully block a
projectile.

The parrying time from the flip was 1.4 seconds, with taunting it is now
0.9 seconds. Taunting also has a cooldown of 1.5 seconds between uses.

https://www.youtube.com/watch?v=cJGuEqNhqUs


https://github.com/user-attachments/assets/1c6bf8b2-6a0d-4ae2-9b5b-9c6e619e76d6

## Why It's Good For The Game

Spin and flip are emotes that get a little boring and repetitive, which
makes its complete overuse quite annoying to see.
Compared to spin, taunting is a quick turn, which stacked with the
cooldown, makes it a shorter and un-overusable emote.

It also has a cooldown of 1.5s between hits, so players now actually
have a limit to how much they can parry/style. Currently if you have
some way to regenerate stamina damage, you're pretty set to spam parry
all projectiles at essentially no cost, since emotes cost nothing to
use, removing the limit of having to actually time it.
I wouldnt say falling over is necessarily a downside since anyone who
uses these items for a while can quickly figure out exactly hwo to
maximize parrying time.

## Changelog

🆑
add: Added Taunting, a faster and cooldowned version of the Spin emote.
balance: Wizards blocking projectiles with Transparence and the
bitrunner matrix skillchip now have a visible effect of deflecting the
projectile.
balance: The bitrunner skillchip now uses taunt instead of flip.
balance: The style meter now uses taunting instead of flips and spins.
/🆑
This commit is contained in:
John Willard
2024-08-19 01:05:56 +00:00
committed by GitHub
parent db8a44e322
commit b6d3e114da
15 changed files with 85 additions and 64 deletions

View File

@@ -571,6 +571,9 @@
if((target.pass_flags_self & pass_flags) && !direct_target)
return FALSE
if(HAS_TRAIT(target, TRAIT_UNHITTABLE_BY_PROJECTILES))
if(!HAS_TRAIT(target, TRAIT_BLOCKING_PROJECTILES) && isliving(target))
var/mob/living/living_target = target
living_target.block_projectile_effects()
return FALSE
if(!ignore_source_check && firer)
var/mob/M = firer