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The Throwing Update #1307
The Throwing Update #1307
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Changed a lot of stamina costs
Used for the e-swords
TODO: fix prediction wackery
…ngines into throwing-overhaul
blunt weapons bounce off of people? |
Yes they do video-2024-11-21_1712.mp4 |
…ngines into throwing-overhaul
…ltiplier protofield to meleeDamageMultiplier
…-Engines into throwing-overhaul
This entire method is not allowed on ComponentStartup, because modifying the datafields of a component during component startup will cause corruption of map.yml files(It will save the component modifications to the map if you do this on a live server). You can instead do this through MapInitEvent, which is the semifinal initialization step, and occurs after the maps are saved. |
Gotcha will try that out |
ComponentStartup was causing valid map test fails and would ruin maps because the components were modified at startup
…-Engines into throwing-overhaul
Content.Shared/Damage/Components/DamageOtherOnHitImmuneComponent.cs
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increase lunchbox damage from 2 to 5.5 glass shards deal 2x throwing damage but removal time decreased to 2.5 forks now deal embed passive damage (this isnt a lot cause they fall off after 10 secs) hatchet gets 1.5x throwing damage and throwing angle is removed lighters now have a different attack sound when turned on (same as welding tool) zippos now have the throwing stuff (they didnt before cause they didnt inherit from Lighter) fire axe thrown damage is now 1.5x but stamina cost increased to 18
tiles no longer embed, that never made sense normal tile damage 4 -> 5.5 steel tile damage 7 -> 9.5 steel tile stamina cost 5 -> 6 floortile prying speed increased to encourage le interesting and creative crowbar tiles then throw them gameplay
Description
Turns a plethora of items into throwing weapons that deal damage when thrown. Throwing weapons cost stamina to throw.
Technical/Balance Details
To make a melee weapon also a throwing weapon, just add
- type: DamageOtherOnHit
, and it will automatically inherit the damage from a light melee attack and the melee sound effect as the thrown hit sound effect. You can set a custom damage value with thedamage
field (necessary when the item is not aMeleeWeapon
) and stamina cost withstaminaCost
.To make the throwing weapon embed and deal damage over time when embedded, add
- type: EmbeddableProjectile
and- type: EmbedPassiveDamage
. By default, the embed damage per second is 5% of the throwing damage, but it can be modified onEmbedPassiveDamage
withthrowingDamageMultiplier
.The default stamina cost for throwing is 3.5 stamina. The baseline cost for almost all DoT embeddables is 5 stamina, because of the extra damage the DoT brings.
When a thrown item hits a target with body parts, it will randomly select a body part and only deal throwing damage to that body part. It will also embed to the same body part and only deal passive embed damage to it.
TODO
The unchecked checkmarks are best addressed in another PR but they will stay here for now.
Show Todo
Traits
Enraged Throw (Oni)
Sharpthrower (Human)
Embeds
Normal passive damage becomes x0.2 when lying downMedia
Throwing Toolbox Tools
video-2024-11-21_1712.mp4
Examine
Examine After Embedding
Changelog
🆑 Skubman