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Reworks the implimentation of stun jumps #195
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| Original file line number | Diff line number | Diff line change |
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@@ -3,9 +3,11 @@ | |
| #define JUMP_SLOWDOWN_MULT 1.6 // 1.5 means a jumping character and a walking character will keep pace. Increase to slow jumpers further. | ||
| #define BASE_JUMP_DISTANCE 1 | ||
| #define MAX_JUMP_DISTANCE 6 | ||
| #define JUMP_BOOM_COOLDOWN 2 SECONDS //CRIMSON GRID ADDITION - cooldown define for time | ||
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| /datum/component/jumper | ||
| COOLDOWN_DECLARE(jump_cooldown) | ||
| COOLDOWN_DECLARE(jump_boom_cooldown) //CRMISON GRID ADDITION - cooldown delcare fore smashing the floor | ||
| var/prepared_to_jump = FALSE | ||
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| /datum/component/jumper/Initialize() | ||
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@@ -117,14 +119,16 @@ | |
| adjusted_target = locate(jumper.loc.x + round(dx * scale), jumper.loc.y + round(dy * scale), jumper.loc.z) | ||
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| playsound(jumper.loc, 'modular_darkpack/modules/jumping/sounds/jump_neutral.ogg', 50, TRUE) | ||
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| if(jumper.combat_mode && get_dist(jumper.loc, target) <= 3 && strength >= 8) | ||
| addtimer(CALLBACK(src, PROC_REF(jump_boom), jumper),(distance * 0.5)) | ||
| //CRIMSON GRID EDIT START - fixes jump stun flaking out at max distance and actually triggering proper | ||
| if(jumper.combat_mode && distance <= adjusted_jump_range && strength >= 8 && COOLDOWN_FINISHED(src, jump_boom_cooldown)) | ||
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Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. using distance <= adjusted_jump_range instead of i know the mood is largely that this jump stun shit should be nerfed. did you intend to buff it here?
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I intended it to adjust for the distance itself being increased with the internal increase of the jump, apparently the more strength you had the further the distance you traveled and it wasn't calculating that increased distance with the stun jumping stomp, I assumed this was the correct calculation that added to the distance given by increased strength to make the jump stun capable of activating from the new distance recalculated by the increases, I did not think it was not an intended mechanic for it to be set at a maximum of 3 only and thought this was closer to a bug fix. |
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| COOLDOWN_START(src, jump_boom_cooldown, JUMP_BOOM_COOLDOWN) //CRIMSON GRID ADDITION - adds an internal cooldown to fix jump misfires | ||
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| addtimer(CALLBACK(src, PROC_REF(jump_boom), jumper), (get_dist(jumper.loc, adjusted_target) * 0.5)) | ||
| jumper.visible_message(span_danger("[jumper] takes a mighty leap that shatters \the [adjusted_target] where they land!")) | ||
| jumper.adjust_stamina_loss(20) | ||
| else | ||
| jumper.adjust_stamina_loss(10) | ||
| jumper.visible_message(span_danger("[jumper] jumps towards [adjusted_target].")) | ||
| //CRIMS GRID EDIT END | ||
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Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. move line 131 to where it actually ought to be - and call it 'CRIMSON' not 'CRIMS' |
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| var/turf/start_T = get_turf(jumper.loc) //Get the start and target tile for the descriptors | ||
| var/turf/end_T = get_turf(adjusted_target) | ||
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@@ -148,10 +152,11 @@ | |
| /datum/component/jumper/proc/jump_boom(mob/living/jumper) | ||
| playsound(get_turf(jumper), 'modular_darkpack/modules/jumping/sounds/jump_slam.ogg', 40, FALSE) | ||
| new /obj/effect/temp_visual/dir_setting/crack_effect(get_turf(jumper)) | ||
| for(var/mob/living/shaken_person in range(5, jumper)) | ||
| for(var/mob/living/shaken_person in range(2, jumper)) //CRIMSON GRID EDIT - nerfs range from 5 tiles from origin of jumper(lmao?) to 2 tile range instead | ||
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| if(shaken_person == jumper) | ||
| continue | ||
| shaken_person.Stun(20) | ||
| shaken_person.do_stagger_animation(60) //CRIMSON GRID ADDITION - nice little larp trigger, does nothing gameplay wise, just makes them stagger shake for 6 seconds | ||
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| var/distance = get_dist(shaken_person, jumper) | ||
| shake_camera(shaken_person, max(6-distance), max(4-distance, 1)) | ||
| jumper.Stun(10) | ||
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@@ -165,3 +170,4 @@ | |
| #undef JUMP_WINDUP | ||
| #undef BASE_JUMP_DISTANCE | ||
| #undef MAX_JUMP_DISTANCE | ||
| #undef JUMP_BOOM_COOLDOWN //CRIMSON GRID ADDITION - cooldown undefine for jump boom | ||
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