Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Customizable bite attacks #15048

Merged
merged 2 commits into from Jan 29, 2016

Conversation

Projects
None yet
6 participants
@Coolthulhu
Copy link
Contributor

commented Jan 27, 2016

Made "BITE" monster attack into a "bite" monster attack actor.
Allows setting:

  • Precise damage types (requires quite a bit of text, see the diff) - type, amount, penetration, armor multiplier and post-armor damage multiplier
  • Minimum and maximum multiplier on dealt damage (rolled per attack)
  • Move cost to execute the bite
  • Accuracy separate from monster's default accuracy
  • Infection chance (a bit unwieldy, set as one_in( no_infection_chance - dealt damage ))

Set the new bite attacks for all critters, set some of the new values for specific critters:

  • Slavering biter gets armor piercing bite with nice (dual-typed) damage on it. Higher cooldown and lower non-bite accuracy to compensate.
  • Decayed zed and rot-weiler get weaker non-bite accuracy and more infectious bites.
  • Feral line gets stabbing bite because needle teeth. Predator's bite is very armor piercing, ones below slightly armor piercing
  • Everything else with a bite attack gets slightly lower max bite damage, but slight armor piercing due to damage being rolled post-armor now

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.

@macrosblackd

This comment has been minimized.

Copy link
Contributor

commented Jan 27, 2016

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?

@Coolthulhu

This comment has been minimized.

Copy link
Contributor Author

commented Jan 27, 2016

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.

@macrosblackd

This comment has been minimized.

Copy link
Contributor

commented Jan 27, 2016

That would be ideal I think, with all the rebalancing around combat, I don't think special attacks were ever visited.

@Rivet-the-Zombie

This comment has been minimized.

Copy link
Member

commented Jan 27, 2016

Very nice!

@chaosvolt

This comment has been minimized.

Copy link
Contributor

commented Jan 28, 2016

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

@Coolthulhu

This comment has been minimized.

Copy link
Contributor Author

commented Jan 28, 2016

What about acid bites?

Technically this PR allows even electric bites and "true damage" bites.

@chaosvolt

This comment has been minimized.

Copy link
Contributor

commented Jan 28, 2016

Technically this PR allows even electric bites and "true damage" bites.

Oooh. So even shocker zombies can add to the Fun.

@Coolthulhu

This comment has been minimized.

Copy link
Contributor Author

commented Jan 28, 2016

The problem is, all bites that cause damage can cause infections.
So shocker bite could cause infection through metal armor.

@chaosvolt

This comment has been minimized.

Copy link
Contributor

commented Jan 28, 2016

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

@Coolthulhu

This comment has been minimized.

Copy link
Contributor Author

commented Jan 28, 2016

Why not a way to specify different changes of infection?

Because it is big enough already.

@chaosvolt

This comment has been minimized.

Copy link
Contributor

commented Jan 28, 2016

Ah, true. ;w;

@macrosblackd

This comment has been minimized.

Copy link
Contributor

commented Jan 28, 2016

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.

@chaosvolt

This comment has been minimized.

Copy link
Contributor

commented Jan 28, 2016

Clearly all zombies have legendary Biter skill, by DF logic. o3o

@BevapDin

This comment has been minimized.

Copy link
Contributor

commented Jan 28, 2016

The assignment in the constructor of bite_actor seems to be a bit pointless. It only sets initial values for some members (but not all of them), and they are overridden in the load function anyway. Why not keep the constructor empty and in the header, like in the other mattack_actor?

@kevingranade kevingranade merged commit ce51670 into CleverRaven:master Jan 29, 2016

1 check passed

default This has been rescheduled for testing as the 'master' branch has been updated.
@chaosvolt

This comment has been minimized.

Copy link
Contributor

commented Jan 30, 2016

Errors ensue if Arcana mod is used, fixing in: #15075

EDIT: I derped and linked to the wrong PR. Fixed now.

@Coolthulhu Coolthulhu deleted the cataclysmbnteam:bite-actor branch Feb 23, 2016

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.