Melee rebalancing rebalancing, high damage single-target attacks (#18766)

This commit is contained in:
Errant
2023-08-06 16:01:44 +00:00
committed by GitHub
parent ccacb7d957
commit eb8c7dcc6c
5 changed files with 13 additions and 8 deletions

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@@ -72,16 +72,17 @@ public sealed class MeleeWeaponComponent : Component
public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f); public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f);
/// <summary> /// <summary>
/// Multiplies damage by this amount for wide attacks. /// Multiplies damage by this amount for single-target attacks.
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")] [ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(1.25); public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(1.25);
//TODO: Was set to 0 value as of 2023-08-06, might want to delete later if we never go back to this idea
/// <summary> /// <summary>
/// How much stamina it costs for a heavy attack. /// How much stamina it costs for a heavy attack.
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyStaminaCost")] [ViewVariables(VVAccess.ReadWrite), DataField("heavyStaminaCost")]
public float HeavyStaminaCost = 15f; public float HeavyStaminaCost = 0f;
// TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2 // TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2
/// <summary> /// <summary>

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@@ -452,7 +452,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session) protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{ {
var damage = GetDamage(meleeUid, user, component); // If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
// For consistency with wide attacks stuff needs damageable. // For consistency with wide attacks stuff needs damageable.
if (Deleted(ev.Target) || if (Deleted(ev.Target) ||
@@ -575,7 +576,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
var direction = targetMap.Position - userPos; var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length()); var distance = Math.Min(component.Range, direction.Length());
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component); var damage = GetDamage(meleeUid, user, component);
var entities = ev.Entities; var entities = ev.Entities;
if (entities.Count == 0) if (entities.Count == 0)

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@@ -68,8 +68,9 @@
attackRate: 1.5 attackRate: 1.5
damage: damage:
types: types:
Slash: 3 # Actually does 3 + 1 damage due to +25% damage bonus on all single target melee attacks
Poison: 1 Slash: 2.4
Poison: 0.8
- type: Butcherable - type: Butcherable
butcheringType: Spike butcheringType: Spike
spawned: spawned:

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@@ -263,7 +263,8 @@
attackRate: 1 attackRate: 1
damage: damage:
types: types:
Blunt: 5 # Actually does 5 damage due to +25% damage bonus on all single target melee attacks
Blunt: 4
- type: Pullable - type: Pullable
- type: DoAfter - type: DoAfter
- type: CreamPied - type: CreamPied

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@@ -42,7 +42,8 @@
animation: WeaponArcPunch animation: WeaponArcPunch
damage: damage:
types: types:
Piercing: 5 # Actually does 5 damage due to +25% damage bonus on all single target melee attacks
Piercing: 4
- type: Temperature - type: Temperature
heatDamageThreshold: 400 heatDamageThreshold: 400
coldDamageThreshold: 285 coldDamageThreshold: 285