Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Vampire tail jab changes (try 2) #6376

Merged
merged 4 commits into from
Jun 21, 2024
Merged
Changes from 2 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -267,10 +267,10 @@

if(iscarbon(hit_target) && !xeno.can_not_harm(hit_target) && hit_target.stat != DEAD)
if(targeted_atom == hit_target) //reward for a direct hit
to_chat(xeno, SPAN_XENOHIGHDANGER("We directly slam [hit_target] with our tail, throwing it back after impaling it on our tail!"))
to_chat(xeno, SPAN_XENOHIGHDANGER("We attack [hit_target], with our tail, piercing their body!"))
hit_target.apply_armoured_damage(15, ARMOR_MELEE, BRUTE, "chest")
else
to_chat(xeno, SPAN_XENODANGER("We attack [hit_target] with our tail, throwing it back after stabbing it with our tail!"))
to_chat(xeno, SPAN_XENODANGER("We attack [hit_target], slashing them with our tail!"))
else
xeno.visible_message(SPAN_XENOWARNING("\The [xeno] swipes their tail through the air!"), SPAN_XENOWARNING("We swipe our tail through the air!"))
apply_cooldown(cooldown_modifier = 0.2)
Expand All @@ -282,9 +282,19 @@

stab_direction = turn(get_dir(xeno, targeted_atom), 180)
playsound(hit_target,'sound/weapons/alien_tail_attack.ogg', 50, TRUE)
if(hit_target.mob_size < MOB_SIZE_BIG)
step_away(hit_target, xeno)

var/direction = Get_Compass_Dir(xeno, targeted_atom) //More precise than get_dir.
if(!direction) //Same tile.
return
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Why would we not perform damage if we're on the same tile? The only thing that should be skipped is the wallslam part of the code. We have yet to apply the slow, animation, damage, log, etc. yet.

if(!step(hit_target, direction))
playsound(hit_target.loc, "punch", 25, 1)
hit_target.visible_message(SPAN_DANGER("[hit_target] slams into an obstacle!"),
isxeno(hit_target) ? SPAN_XENODANGER("We slam into an obstacle!") : SPAN_HIGHDANGER("You slam into an obstacle!"), null, 4, CHAT_TYPE_TAKING_HIT)
hit_target.apply_damage(MELEE_FORCE_TIER_2)
if (hit_target.mob_size < MOB_SIZE_BIG)
hit_target.apply_effect(0.5, WEAKEN)
Red-byte3D marked this conversation as resolved.
Show resolved Hide resolved
else
hit_target.apply_effects(0.5, SLOW)
Red-byte3D marked this conversation as resolved.
Show resolved Hide resolved
/// To reset the direction if they haven't moved since then in below callback.
var/last_dir = xeno.dir

Expand All @@ -296,11 +306,7 @@
addtimer(CALLBACK(src, PROC_REF(reset_direction), xeno, last_dir, new_dir), 0.5 SECONDS)

hit_target.apply_armoured_damage(get_xeno_damage_slash(hit_target, xeno.caste.melee_damage_upper), ARMOR_MELEE, BRUTE, "chest")

if(hit_target.mob_size < MOB_SIZE_BIG)
hit_target.apply_effect(0.5, WEAKEN)
else
hit_target.apply_effect(0.5, SLOW)
hit_target.apply_effect(0.5, SLOW)
Red-byte3D marked this conversation as resolved.
Show resolved Hide resolved

hit_target.last_damage_data = create_cause_data(xeno.caste_type, xeno)
log_attack("[key_name(xeno)] attacked [key_name(hit_target)] with Tail Jab")
Expand Down
Loading