diff --git a/code/modules/antagonists/bloodsucker/powers/lunge.dm b/code/modules/antagonists/bloodsucker/powers/lunge.dm
index c3a3090d55..ea25286ba9 100644
--- a/code/modules/antagonists/bloodsucker/powers/lunge.dm
+++ b/code/modules/antagonists/bloodsucker/powers/lunge.dm
@@ -7,7 +7,7 @@
button_icon_state = "power_lunge"
bloodcost = 10
cooldown = 120
- target_range = 5
+ target_range = 3 // artur was right
power_activates_immediately = TRUE
message_Trigger = "Whom will you ensnare within your grasp?"
must_be_capacitated = TRUE
@@ -61,7 +61,7 @@
addtimer(CALLBACK(owner, .proc/_walk, 0), 2 SECONDS)
target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
- if(do_mob(owner, owner, 6, TRUE, TRUE))
+ if(do_mob(owner, owner, 7, TRUE, TRUE))
walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && owner.resting)
var/send_dir = get_dir(owner, T)
@@ -80,7 +80,7 @@
target.grabbedby(owner) // Taken from mutations.dm under changelings
target.grippedby(owner, instant = TRUE) //instant aggro grab
break
- sleep(i*3)
+ sleep(3)
/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
diff --git a/code/modules/antagonists/bloodsucker/powers/mesmerize.dm b/code/modules/antagonists/bloodsucker/powers/mesmerize.dm
index b238c5ba36..d715a1bb69 100644
--- a/code/modules/antagonists/bloodsucker/powers/mesmerize.dm
+++ b/code/modules/antagonists/bloodsucker/powers/mesmerize.dm
@@ -73,7 +73,7 @@
to_chat(owner, "You're too far outside your victim's view.")
return FALSE
- if(target.has_status_effect(STATUS_EFFECT_MESMERIZE)) // ?
+ if(target.has_status_effect(STATUS_EFFECT_MESMERIZE)) // ignores facing once the windup has started (now i know why i put this here!)
return TRUE
// Check: Facing target?
@@ -97,21 +97,27 @@
var/power_time = 138 + level_current * 12
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
user.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
- if(do_mob(user, target, 30, TRUE, TRUE)) // 3 seconds windup
+ for(var/i in 1 to 6) // this is a test lol
success = CheckCanTarget(target)
- if(success) // target just has to be out of view when it is fully charged in order to avoid
- PowerActivatedSuccessfully() // blood & cooldown only altered if power activated successfully - less "fuck you"-y
- target.face_atom(user)
- target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
- target.Stun(power_time)
- to_chat(user, "[target] is fixed in place by your hypnotic gaze.")
- target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
- target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
+ if(success)
+ if(i==6)
+ PowerActivatedSuccessfully() // blood & cooldown only altered if power activated successfully - less "fuck you"-y
+ target.face_atom(user)
+ target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
+ target.Stun(power_time)
+ to_chat(user, "[target] is fixed in place by your hypnotic gaze.")
+ target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
+ target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
+ break
+ sleep(5)
else
to_chat(user, "[target] has escaped your gaze!")
+ target.remove_status_effect(STATUS_EFFECT_MESMERIZE)
+ user.remove_status_effect(STATUS_EFFECT_MESMERIZE)
DeactivatePower()
DeactivateRangedAbility()
StartCooldown()
+ break
// oops! if they knew how they could just spam stun the victim and themselves.
spawn(power_time)