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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Ok first if you don't want to read any further explanation you can watch these two videos and you will understand all of the mechanical depth of this change. https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4 https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4 ### **Disclaimer: Effect on gameplay extremely limited and niche read at your own risk** Starting at the top, regarding the species datum, the vars attack_type, punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb, attack_effect, attack_sound, and miss_sound have been removed. All bodyparts (not just arms) now have corresponding variables for how they should act if utilized in an unarmed attack. The bodyparts vars are correlated to their corresponding species. All arm type bodyparts have been repathed through a common parent for the purposes of keeping variables consistent. The same is true for the legs. When a carbon begins an unarmed attack, it will check the carbon's brain to see what limb should be used for the attack. If the brain has no answers it will default to the arm that corresponds to the active hand of the attacker. Currently in all brains except monkeys, it check to see if the attackers target target is laying down, and if so, call for a kick with the leg that corresponds with the attackers active hand. If the attacker has no useable legs, or the attacker does not have a corresponding leg to the active hand, or the target is not laying down, the brain will simply default for an attack with the active hand. Monkeys brains (take note the difference between having a monkey brain and being controlled by monkey AI) are the exception, they will simply always choose their heads, and by default an attack with the head is a bite attack. As an example: Previously ethereal would make attacks that used the verb "burn" and did burn damage despite what limbs they possessed. Now anybody with an ethereal limb will make an unarmed attack that does burn damage and has all the same verbs as an ethereal would. And finally, the chunky finger species trait has been moved over to the species arms. Effect on other sources like insuls remains unchanged. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game The main motivation is moving direct mechanical elements off of species to, quoting tralezab here, "Make species like a blueprint." Opens more opportunities for coders to add specific elements to limbs, perhaps we could see a buff to unarmed strikes from robot arms, or a species that headbutts people to death. Also undeniably cool, and fixes some weirdness like fully auged ethereals still doing their normal ethereal attack. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 itseasytosee refactor: Elements of unarmed strikes are now limb dependent instead of species dependent. Go rip off an ethereal arm, sew it onto yourself, and burn some people. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
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5 lines
326 B
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/obj/item/bodypart/l_arm/@SUBTYPES : /obj/item/bodypart/arm/left/@SUBTYPES{@OLD}
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/obj/item/bodypart/l_leg/@SUBTYPES : /obj/item/bodypart/leg/left/@SUBTYPES{@OLD}
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/obj/item/bodypart/r_arm/@SUBTYPES : /obj/item/bodypart/arm/right/@SUBTYPES{@OLD}
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/obj/item/bodypart/r_leg/@SUBTYPES : /obj/item/bodypart/leg/right/@SUBTYPES{@OLD}
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