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Damage Coeff Change Standardization #1326
Damage Coeff Change Standardization #1326
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I would like an easier way to just add and remove resistances tbh, along with this PR.
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Code cleanup
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Changes "damage_coeff =" to "ChangeResistances(" Changes "Unmodified_Coeff" to "Unmodified_Damage_Coeff" Returns the status check as opposed to the mod check Adds ModifyResistances proc and fixing spelling error Update damage_coeff_helper.dm Entire Rework of how I've done this Call this shit "Armor 2"
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Let's get it merged and see what happens.
* Temporary Starting Commit Changes "damage_coeff =" to "ChangeResistances(" Changes "Unmodified_Coeff" to "Unmodified_Damage_Coeff" Returns the status check as opposed to the mod check Adds ModifyResistances proc and fixing spelling error Update damage_coeff_helper.dm Entire Rework of how I've done this Call this shit "Armor 2" * Old Code Update * code improvement * God of Seasons update * Updates damage_coeff checks with new Proc * Deep Scanner Update * linter fixes * Converts current damage_coeff system to mimic armor * Update _abnormality.dm
About The Pull Request
Creates a system of datums that can be used to properly manage changes to a
simple_animal
's damage_coeff without causing issues, such as a debuff wearing off after the animal re-defines it's resistances, causing it to buff those resistances further.So, this now also rewrites existing
damage_coeff
code to use a new datum that is extremely similar to armor for the purposes of performance, as the old way of optimization using lists was simply not compatible.These modifiers are meant to typically be provided by status effects that later remove them. Some cases, such as Doomsday Calendar are exceptions, due to their theoretically infinitely scaling self-debuff.
This should probably be stress tested a bit.
Why It's Good For The Game
Solves issues of incredible resistances by stuff like Arbiter when faced with certain realized EGO.
Allows armor debuffs to be used more realistically without worrying about certain issues.