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[COMMISSION] New mech weapons: club, bow & BFG #8486

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cheesePizza2
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About The Pull Request

Remake of #8456, with permission from the author.

Adds 3 new mech weapons:

  • MACE: has two modes: the mace does loads of penetrating damage and can quickly break structures, whereas the flail is somewhat weaker but has a longer range and applies heavy knockback and weaken.
  • BFG: Heavy, slowly-charging energy gun that shoots heavy blasts of AoE plasma.
  • CROSSBOW: Accepts materials and shoots them as crossbow bolts. Bolt stats depend on the material - damage is based on weight whereas armor pen is based on hardness.

Why It's Good For The Game

More weapon variety, as well as some integration with the materials system.

Testing

Unfortunately cannot test, as this server appears to be non-515-compliant.

Changelog

🆑 Cheesepizza2, Doster-D
add: Added a new mech weapon: the NT "Warhead" mace! In its mace mode, it will absolutely obliterate structures and people. Using it in hand will convert it to a flail that does less damage but has a longer range and weakens + knocks back targets.
add: Added a new mech weapon: the BFG! After a lengthy charging period, this massive cannon shoots a massive bolt of plasma energy that does loads of damage in a wide radius.
add: Added a new mech weapon: the mounted crossbow! Insert in materials to load as crossbow bolts - the harder and heavier the material, the more armor penetration and damage it has respectively.
/:cl:

@SirRichardFrancis
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Screenshots?

if(. && ismech(loc) && istype(target) && target != owner)
if(flail_mode)
target.visible_message(SPAN_DANGER("[target] gets slammed by [src]'s [holding]!"), SPAN_NOTICE("You get slammed by [src]'s [holding]!"), "You hear something soft hit a metal plate!", 6)
target.Weaken(5)
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Weaken is a stun that slows movement to a crawl and prevents fighting back, which we might have problems with if it can be applied repeatedly. A different system like recoil can apply slowdown, while also having a capacity to disarm someone. It might be preferable here.

/obj/item/mech_equipment/mounted_system/mace/resolve_attackby(mob/living/target, mob/user, params)
if(ishuman(target))
var/mob/living/carbon/human/targ = target
if(targ.stats.getStat(STAT_VIG) > STAT_LEVEL_EXPERT)
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Flat stat check? Shouldn't there be a Prob()?

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Probn't

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@Firefox13 Firefox13 May 13, 2024

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I would usually agree with it, but we should avoid any kind of RNG in PvP (it is PvP). This is fine currently, or the damage can just start to decrease after certain VIG (so example: godlike req (80 iirc) at 40 VIG it starts to decrease, at 60 VIG damage is halved, at 79 you get like 2 brute; The mace barely grazes you!)

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Making the weapon have no effect though is definitely not fine.

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4 participants