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Obsolete trigger happy trait #39493

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merged 3 commits into from
Apr 14, 2020
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ymber
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@ymber ymber commented Apr 12, 2020

Summary

SUMMARY: Bugfixes "Obsolete trigger happy trait"

Purpose of change

This trait doesn't actually exist at the moment and hasn't since at least the avatar migration. Firing a burst when you meant to fire one round isn't something you could do on the vast majority of guns without deliberately switching the fire selector and RNG making the character do that would be an inappropriate degree of removing player control.

Closes #39412

Describe the solution

Remove options to acquire the trigger happy trait. It was unimplemented so there is no code to remove.

Testing

Chargen works properly. Trigger happy is not an available trait.

@Brian-Otten
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The way other games have handled this is usually to make full auto bursts fire more rounds than intended. However in cdda in quite a lot of cases this would actually be a buff, so it would feel weird as a negative trait. If we ever change/balance full auto fire so the character can adjust how many rounds he wants to fire, we can bring this back and make it sometimes fire more.

@ampersand55
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Perhaps trigger happy could be to have a risk of firing the weapon with the lowest aim (f) for consecutive rounds or until your clip runs out of ammo?

Perhaps a X % risk of firing the weapon again after each round that would get re-triggered after each round?

That way the trait would also work with single fire guns.

@Aluminumfoil
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The way other games have handled this is usually to make full auto bursts fire more rounds than intended. However in cdda in quite a lot of cases this would actually be a buff, so it would feel weird as a negative trait. If we ever change/balance full auto fire so the character can adjust how many rounds he wants to fire, we can bring this back and make it sometimes fire more.

If it was quite a lot more rounds than intended, and also added a 100 moves to the amount of time spent shooting (afaik currently equal to 100 moves plus aiming time?), I think it would work well as a negative trait. 30 rounds would be about a 2-second burst (100 base plus 100 extra).

@Brian-Otten
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Brian-Otten commented Apr 12, 2020

Yeah the main thing is that it would need to add increased movecost compared to normal full auto burst, because currently firing full auto doesn't take more moves than firing semi auto, so larger bursts = higher dps.

This doesn't take away from the fact that this should be obsoleted until someone takes on this pet project and adds it anew, but functional this time.

@ZhilkinSerg ZhilkinSerg added <Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` [JSON] Changes (can be) made in JSON Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies labels Apr 13, 2020
Co-Authored-By: anothersimulacrum <anothersimulacrum@gmail.com>
@ZhilkinSerg ZhilkinSerg merged commit 922d2fd into CleverRaven:master Apr 14, 2020
@ymber ymber deleted the triggerhappy branch April 14, 2020 09:18
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<Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` [JSON] Changes (can be) made in JSON Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies
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Trigger happy trait doesnt work.
6 participants