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Sign upCustomizable bite attacks #15048
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Coolthulhu
added some commits
Jan 27, 2016
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One of the things that has always bugged me about bite is that it doesn't go through the same logic as other melee attacks. Do you think there might be a way to encapsulate the bite attack into a melee attack that can then go through that logic? |
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It would be possible to make it use same accuracy rolls, target same body parts, eat up dodge rolls and trigger HIT_AND_RUN, if that's what you mean. Using same exact logic won't happen, as it would prevent informing the player about what just happened. |
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That would be ideal I think, with all the rebalancing around combat, I don't think special attacks were ever visited. |
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Very nice! |
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This gives me an idea. What about acid bites? Logically acidic zombies, spitters in particular, would have some acid effects when biting. Plus, imagine if we had mutant brown reclude spiders with an necrosis-causing bite. o3o |
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Technically this PR allows even electric bites and "true damage" bites. |
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Oooh. So even shocker zombies can add to the Fun. |
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The problem is, all bites that cause damage can cause infections. |
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Ah, that is odd. Why not a way to specify different changes of infection? So not only can different biting enemies be more or less likely to transmit diseases, it would also allow for enemies with zero change of giving an infection. Which might be acceptable in the case of acid-producing enemies at least, though I doubt electrified innards are really that sterile. XP |
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Because it is big enough already. |
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Ah, true. ;w; |
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I was reminded earlier this morning why I disliked the bite logic - there is no hit roll, the player either dodges or he gets hit, the monster can't miss. |
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Clearly all zombies have legendary Biter skill, by DF logic. o3o |
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The assignment in the constructor of |
kevingranade
merged commit ce51670
into
CleverRaven:master
Jan 29, 2016
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Errors ensue if Arcana mod is used, fixing in: #15075 EDIT: I derped and linked to the wrong PR. Fixed now. |
Coolthulhu commentedJan 27, 2016
Made "BITE" monster attack into a "bite" monster attack actor.
Allows setting:
one_in( no_infection_chance - dealt damage ))Set the new bite attacks for all critters, set some of the new values for specific critters:
Added some helper functions to damage.cpp to allow loading damage instances from jsons.
This could allow, for example, to easily add "weird" damage types to ranged weapons. For example, bashing damage to sling rocks, heat damage to flamethrower and lasers and acid damage to some sort of an acid sprayer.