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Swing combat Plus#1000

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FalloutFalcon wants to merge 14 commits intoDarkPack13:masterfrom
FalloutFalcon:swing-combat-plus
Draft

Swing combat Plus#1000
FalloutFalcon wants to merge 14 commits intoDarkPack13:masterfrom
FalloutFalcon:swing-combat-plus

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@FalloutFalcon FalloutFalcon commented May 2, 2026

About The Pull Request

Fairly heavy rework of #142, putting a focus on making it a little more configarble and the code less snowflaky

Combat now has 3 options

  1. No ranged swings (present gameplay)
  2. Directional attacks (only a 1 tile check based on click) (which is a port of Directional attacks 2, probably better implementation edition tgstation/TerraGov-Marine-Corps#15089)
Details
2026-05-01.19-21-06.mp4
  1. Swing attacks (3 tile sweep with an associated visual, which also means we whiff punish to not have the animation spammed. some differences in target choice)
Details
2026-05-01.19-27-50.mp4
2026-05-01.19-28-16.mp4
2026-05-01.20-01-49.mp4

Why It's Good For The Game

Swing combat is primarily an accessibility thing that helps level the playing field on actually landing attacks compared to ranged.

As for why its config?
Both methods have some associated tradeoffs so I want to be able to experiment easily.

Changelog

🆑
add: Two options for intercepting long range clicks for melee attacks
config: Configs for "Swing" or "Directional" attacks
/:cl:

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