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Mudraptor genes rework (simplified) #13718

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@ubertpendragon ubertpendragon commented Apr 3, 2024

Followup of #12483

This is a simplified, functional version:
-Still has 4 limbs
-Only limb 1 is visible (the beak)
-Each limb has an attack for 0/33/66/100 using conditional with scaling attack values
-The beak itself has no collision and doesnt take damage

3 different beaks with 3 different colors, sizes and attack values, based on gene strength
Those changes will fix the problems mentionned in the OP:

-Fixed the "Armor" aspect of the limb. Achieved by increasing the radius of limb (scaled factored) to be bigger than the radius of the head. It never worked to begin with!
-Scaled the armor values based on gene quality
-Added a 4th limb for 100% quality genes (more damage more armor)
-Used weldjoint for the mudraptor limb, reduced density to 0 so it should be now be "glued" to the head. USES A CHANGED SPRITE TO MATCH THE OLD ORIENTATION

Testing on my side didn't show any issues.
Changes the mudraptor beak sprite to work with weldjoint. See above commit
Now hides limbs based on Gene condition via statuseffect instead of using conditionalsprite. 

This disables inactive colliders and allows the armor scaling to work

A statuseffect runs on each Limb (0/33/66/100) with conditions and 3 limbs are hidden at a time . Might need to check for optimization.
Changed resistances and added comments

Still not too satisfied

Projectiles work fine as the collider is larger except piercing projectiles which can hit both limbs
Melee seems inconsistent as it sometimes hits the head limb
Explosions hit all limbs so all humanhusk limbs end up multiplying damage?
Only uses limbs for 4 different attack with conditionals (1 visible, 3 invisible)

No longer takes/blocks damage
No longer has 4 different sprites

Less "cool", but more streamlined
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