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Fix some monster attack messaging weirdness #52606

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merged 1 commit into from
Nov 5, 2021

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Venera3
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@Venera3 Venera3 commented Nov 2, 2021

Summary

None

Purpose of change

Monster special attacks have fancy dynamic messages capable of describing the exact bodypart hit, but they use the same string for hitting monsters as for NPCs, leading to some weirdness like The wasp stings the spideer in the left arm. Also, bleeding on monsters referred to bodyparts internally leading to A) some interface wonkyness (flaming eyes bleeding from their left arm and right leg, for example) and slightly messing with the bleed chances.

Describe the solution

  • Removed references to targeted bodyparts from every _msg_npc entry in vanilla special attacks and the default value
    - Adjusted monster::make_bleed to add the bleeding effect without targeting a bodypart This turned out to make clang-tidy very disappointed in me. I'll see if I can do this properly, but the message part is good to go.

Describe alternatives you've considered

Add a third variant string to special attacks to handle hitting monsters, but that felt slightly too bloaty.

Testing

Messages show up as expected, every monster gets a single bleed effect that gets displayed without bodypart suffixes.

Additional context

This is a slight buff to bleed damage (the effect checks x_in_y(intensity, max_intensity) to see if it does damage on any given round), but the balance impact should be minimal as bleeds do a single point of damage a turn anyway. Should it become a problem it's trivial to tweak bleed_rate to compensate.

No monster bodyparts
@Maleclypse Maleclypse added the Monsters Monsters both friendly and unfriendly. label Nov 3, 2021
@Venera3 Venera3 changed the title Fix some monster attack messaging weirdness, congregate monster bleeding Fix some monster attack messaging weirdness Nov 4, 2021
@Rivet-the-Zombie Rivet-the-Zombie merged commit c74af52 into CleverRaven:master Nov 5, 2021
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3 participants