[READY FOR MERGE] The Giant Combat Reworks - Part 1: Goodbye stuns, hello staminacrit (#5463)
* part 1 - resist out of resting, move and interact with the world while resting, and stamina regen nerf * makes beepsky check for stuns instead of knockdowns, adds message for getting up, makes gravity reduce standup time, and more * sprinting, staminacrit, balance changes, and more * adds stamina modifier to clickdelay, makes items deal stamina damage to the user when attacking, buffs resting stamina regen * combat mode, ability to toggle right-click context menu on/off, basic combat mode QOL, lays groundwork for 2-handing any item combat mode toggle sound is from Interbay. * commits dme changes * unarmed combat stamina, ability to right click in combat mode, balance changes * tosses in the HUD icons for later-ish * rolls back admin.txt * lotsa UI stuff * stamina checks, some balance stuff * adds support for best ui, adds right click to flush disposals, removes aggressive grab pinning in favor of neckgrab chokeholding * quick dogborg patch while i figure out what do do with them * oops - fixes prefbreaking for screenshake * trying to sprint from an elevated surface onto lower ground will now knock you down * right click to pull fire alarm, lets you bully people by pulling chairs out form under them, makes attacking objects cost stamina * makes accidents during slipping less likely to occur while combat mode is active, makes tripping off elevated surfaces cause accidents * makes pumping shotguns cost a tiiiny bit of stamina * makes eyestabbing and batoning cost stamina * makes failing stamina checks error out properly, adds stamina check to shotgun pumping * adds stamina check for chair pulling * readds aggressive grab pinning * fixes bug with being buckled preventing interaction * adds recoveringstam check to incapacitated * reduces stamina cost for attacking * oh this too * fixes bug where you can get stuck in recoveringstam if your stamina suddenly becomes 0 while you're in staminacrit * makes monkey transformation inherit staminaloss * adds the ability to wave or shake your fist at someone via right click * grammar and span closing * 99 annoying little bugs on the wall, 99 annoying little bugs. take one down, pass it around, 864 gamebreaking bugs on the wall * more distant right-click emotes. * buffs standing stamina regen a tiiiiiiny bit * adds aiming down sights for guns, makes firing guns cause trace amounts of staminaloss * crusher powercreep - gives crushers the ability to heal staminaloss * item throwing buff * adds 1:1 HUD layout * hopefully fixes issue with recoveringstamcrit not updating * giant hipfire nerf * halves the effect of staminaloss on movement speed * makes stamina recover faster in staminacrit, makes it easier to get disarmed out of combat mode * get_weight(), movedelay health_deficiency tweaking, combat and resting checks for item attacking * makes staminacrit automatically disable combat mode, it's now impossible to enter combat mode while in stamcrit * adds stamina buffer, halves the time needed to stand up after resting, increases stam penalty for firing weapons, and more * tweaks stamina buffer drain rate a little * makes buffered staminaloss redirect stamina to the actual stamloss proc when empty, makes stamina buffer stat() more precise * removes stamina modifier for clickdelays, makes stunbatons deal extra staminaloss * makes electrodes deal a lil extra staminaloss * drones cannot resist a rest, so now only carbons are forced to rest * restricts aiming down sights to carbon mobs, adds stamina display to stat() * makes gun accuracy and stamcosts more flexible, decreases base inaccuracy penalty, makes borgs immune to inaccuracy penalties * nerfs inaccuracy penalties just a lil more, fixes blooddrunk miner eye depleting all your stamina * getting used to tortoisegit * readds temp dogborg buff * stamina and stamina buffer HUD displays. Stamina sprite from hippiestation * makes afterattack call properly again * decreases stamina buffer regen time to 3 seconds * Yknow what? decreases it to 2 seconds. That's 3 entire attacks worth of waiting * makes stamina buffer influence movespeed a lil * nerfs compiling errors * tweaks the icons a little * adds autostanding, adds delimiters to attempts to stand * makes automatic standup attempts a little clearer * rest button now toggles intent to rest, fixes perma rest * oop - quick fixes * Makes crushers ignore recoil stamina on lavaland, makes burstfiring weapons deal less staminaloss * buffs highlander sword * makes stamina have less of an impact on the health display * fixes dogborgs shoving other borgs into infinite stuns * You can no longer shoot over tables or shoot through windows while resting. Also buffs turrets
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@@ -510,12 +510,18 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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to_chat(user, "<span class='danger'>You cannot locate any organic eyes on this brain!</span>")
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return
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if(user.staminaloss >= STAMINA_SOFTCRIT)//CIT CHANGE - makes eyestabbing impossible if you're in stamina softcrit
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to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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return //CIT CHANGE - ditto
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src.add_fingerprint(user)
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playsound(loc, src.hitsound, 30, 1, -1)
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user.do_attack_animation(M)
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user.adjustStaminaLossBuffered(10)//CIT CHANGE - makes eyestabbing cost stamina
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if(M != user)
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M.visible_message("<span class='danger'>[user] has stabbed [M] in the eye with [src]!</span>", \
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"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
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@@ -497,4 +497,4 @@
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user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [trashman] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [trashman] slips inside.</span>")
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playsound(hound, 'sound/effects/bin_close.ogg', 80, 1)
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return
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return
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return
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@@ -106,6 +106,10 @@
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if(!on)
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return ..()
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if(user.staminaloss >= STAMINA_SOFTCRIT)//CIT CHANGE - makes batons unusuable in stamina softcrit
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to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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return //CIT CHANGE - ditto
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add_fingerprint(user)
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if((user.has_trait(TRAIT_CLUMSY)) && prob(50))
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to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
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@@ -145,6 +149,7 @@
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else
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target.LAssailant = user
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cooldown = world.time + 40
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user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
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/obj/item/melee/classic_baton/telescopic
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name = "telescopic baton"
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@@ -115,6 +115,10 @@
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deductcharge(hitcost)
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return
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if(user.staminaloss >= STAMINA_SOFTCRIT)//CIT CHANGE - makes it impossible to baton in stamina softcrit
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to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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return //CIT CHANGE - ditto
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if(iscyborg(M))
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..()
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return
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@@ -129,6 +133,7 @@
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if(status)
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if(baton_stun(M, user))
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user.do_attack_animation(M)
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user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes stunbatonning others cost stamina
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return
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else
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M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
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@@ -154,6 +159,7 @@
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return 0
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L.Knockdown(stunforce)
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L.adjustStaminaLoss(stunforce*0.1)//CIT CHANGE - makes stunbatons deal extra staminaloss. Todo: make this also deal pain when pain gets implemented.
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L.apply_effect(STUTTER, stunforce)
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if(user)
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L.lastattacker = user.real_name
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@@ -101,6 +101,7 @@
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var/mob/living/carbon/human/H = loc
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loc.layer = LARGE_MOB_LAYER //NO HIDING BEHIND PLANTS FOR YOU, DICKWEED (HA GET IT, BECAUSE WEEDS ARE PLANTS)
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H.bleedsuppress = TRUE //AND WE WON'T BLEED OUT LIKE COWARDS
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H.adjustStaminaLoss(-5) //CIT CHANGE - AND MAY HE NEVER SUCCUMB TO EXHAUSTION
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else
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if(!admin_spawned)
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qdel(src)
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