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Unhardcode and limbify attack vectors take two: Electric boogaloo #73064
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Do you happen to touch this piece of code? Lines 1853 to 1865 in 85926f2
I have pending #70308 related to it, tho it might not be useful for limbs |
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The problem is we chose the technique first using the wielded weapon (IE the ammo-and-tech-giving armor is not the weapon yet), evaluate if the weapon has ammo (it doesn't) and disable the technique. |
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Auto-requesting reviews from non-collaborators: @Hymore246
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You get verified for that, mister
Summary
Features "Unhardcode and limbify attack vectors"
Purpose of change
MA attack vectors are hardcoded, undocumented, and prevent further limbification.
Revival of #67883
Describe the solution
Went through a pretty significant restructuring.
UNARMED_DAMAGE_BONUS
mutation flag, and routed the traits using it though integrated armors for the time being (Magiclysm's dragon claws and demon tail)Define force modification to e.g. only use one arm's limb scores for the lifting strengthIt will be a necessary step towards multiwield but strictly speaking not necessary for the issue at hand and depends on how the modifier chaching will look.Allow defining the number of used limbs to facilitate using only the unarmed damage boni of the involved limbsFor now we stay at one contact area, otherwise the melee attack logic needs to deal with multiple weapons at the same time so see the previous point. It does mean the tech repeat hack will need to stay for the time beingEleven billion unit testsBest I can do is three.Calculate unarmed damage from the material covering the actual contact area (currently steel-toed boots would do the same damage on a toe hit as on a heel one)silly me thought armor unarmed damage was dynamically generated based on materials/properties. how naive I wasDescribe alternatives you've considered
Stick to limb numbers but this will be huge enough as it is.
Leave attack_override, but vectors as such make it redundant.
Testing
Compiles, complains about wrong definitions.
Tech filters work, vector choice takes damages into account properly, restricted natural attacks don't apply their damage.
Additional context
Since the sublimb system was set up with armor in mind not strike surfaces I had to take some liberties - punches use your fingers, that sort of thing. The good news is that's all JSON to fix, the bad news is I won't audit every armor item ever to add every tiny strike surface. I've also had limited patience to tracking down a video of most moves so the field's open if somebody wants to add a vector just for pinching with your third finger while punching.
Moved the Fang techs into their dedicated file and removed their intrinsic movecost/damage (moving the latter to the integrated armor bit).