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9b110eb64e
## About The Pull Request Blood-drunk miner has been reworked to change it from a DPS race into a more dynamic fight - Buffed health from 900 to 1300 (45% increase), slightly increased speed (3 -> 2.5), increased saw damage (6/10 -> 8/12) to compensate for other changes below - Slightly reduced PKA shot damage (20 -> 18) - Saw attacks now have a slightly longer delay inbetween hits (especially in unfolded form), ***no longer are guaranteed to hit no matter what*** (was a bug which forced players to eat 50 damage to the face) and slow down the miner during the combo - Singular PKA shot has been replaced with a telegraphed barrage of 3 projectiles, during which the miner cannot move, letting players gain some distance - Dash is no longer a teleport but a proper charge akin to that of lobstrocities with a very short chargeup that deals no damage or knockdown, but allows the miner to travel further - Miner's attacks no longer give the target stun immunity for a brief moment (why?) - Default PKA it drops has been replaced with an infernal version, which comes with a cheaper (30% vs 50% of the default one) in-built rapid repeater (that also has a less punishing miss delay) <img width="169" height="143" alt="Aseprite_UfXRbgVuqB" src="https://github.com/user-attachments/assets/3ac257a4-5443-4c7f-a891-4e69f8188cb4" /> --- Full fight with a single basic pen and 2 legion cores, no PKC trophies: (fumbled a bit midway though, pre-PKA projectile damage nerf) https://github.com/user-attachments/assets/40c8af0d-035c-49da-861b-5e74ca7d7551 ## Why It's Good For The Game Current blood-drunk miner is a hard DPS check with unavoidable damage (both due to the bug and instant dashes/PKA hits) that simply requires you to facetank the damage using heals and kill it first before it kills you. This should make the fight a bit longer, more engaging and fairer than it is right now. ## Changelog 🆑 add: Blood-drunk miner now drops an infernal PKA with an in-built improved rapid repeater modification balance: Blood-drunk miner has been reworked with new attacks and patterns fix: Blood-drunk miner's combos are no longer guaranteed to land even if you move away from it /🆑
61 lines
2.3 KiB
Plaintext
61 lines
2.3 KiB
Plaintext
/datum/action/cooldown/mob_cooldown/dash
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name = "Dash"
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button_icon = 'icons/mob/actions/actions_items.dmi'
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button_icon_state = "sniper_zoom"
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desc = "Allows you to dash towards a position."
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cooldown_time = 1.5 SECONDS
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/// The range of the dash
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var/dash_range = 4
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/datum/action/cooldown/mob_cooldown/dash/Activate(atom/target_atom)
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disable_cooldown_actions()
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dash_to(target_atom)
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StartCooldown()
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enable_cooldown_actions()
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return TRUE
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/datum/action/cooldown/mob_cooldown/dash/proc/dash_to(atom/dash_target)
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var/list/accessable_turfs = list()
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var/self_dist_to_target = 0
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var/turf/own_turf = get_turf(owner)
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if(!QDELETED(dash_target))
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self_dist_to_target += get_dist(dash_target, own_turf)
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for(var/turf/open/check_turf in RANGE_TURFS(dash_range, own_turf))
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var/turf_dist_to_target = 0
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if(!QDELETED(dash_target))
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turf_dist_to_target += get_dist(dash_target, check_turf)
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if(get_dist(owner, check_turf) >= dash_range && turf_dist_to_target <= self_dist_to_target && !islava(check_turf) && !ischasm(check_turf))
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var/valid = TRUE
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for(var/turf/T in get_line(own_turf, check_turf))
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if(T.is_blocked_turf(TRUE))
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valid = FALSE
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continue
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if(valid)
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accessable_turfs[check_turf] = turf_dist_to_target
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var/turf/target_turf
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if(!QDELETED(dash_target))
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var/closest_dist = dash_range
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for(var/t in accessable_turfs)
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if(accessable_turfs[t] < closest_dist)
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closest_dist = accessable_turfs[t]
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for(var/t in accessable_turfs)
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if(accessable_turfs[t] != closest_dist)
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accessable_turfs -= t
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if(!LAZYLEN(accessable_turfs))
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return
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target_turf = pick(accessable_turfs)
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var/turf/step_back_turf = get_step(target_turf, get_cardinal_dir(target_turf, own_turf))
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var/turf/step_forward_turf = get_step(own_turf, get_cardinal_dir(own_turf, target_turf))
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new /obj/effect/temp_visual/small_smoke/halfsecond(step_back_turf)
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new /obj/effect/temp_visual/small_smoke/halfsecond(step_forward_turf)
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var/obj/effect/temp_visual/decoy/fading/halfsecond/D = new (own_turf, owner)
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owner.forceMove(step_back_turf)
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playsound(own_turf, 'sound/items/weapons/punchmiss.ogg', 40, TRUE, -1)
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owner.alpha = 0
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animate(owner, alpha = 255, time = 5)
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SLEEP_CHECK_DEATH(0.2 SECONDS, owner)
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D.forceMove(step_forward_turf)
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owner.forceMove(target_turf)
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playsound(target_turf, 'sound/items/weapons/punchmiss.ogg', 40, TRUE, -1)
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SLEEP_CHECK_DEATH(0.1 SECONDS, owner)
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