Swing combat Plus#1000
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~7 days. Please address any outstanding review items and ensure your PR is finished - if both are true, and you have auto-staled anyway, you need to actively ask maintainers (by pinging them in the /tg/station Discord) to (re)review or merge your PR. If no maintainer responds to your request, you may wish to close this PR yourself while you seek maintainer comment, as you will later be able to reopen the PR yourself. |
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~7 days. Please address any outstanding review items and ensure your PR is finished - if both are true, and you have auto-staled anyway, you need to actively ask maintainers (by pinging them in the /tg/station Discord) to (re)review or merge your PR. If no maintainer responds to your request, you may wish to close this PR yourself while you seek maintainer comment, as you will later be able to reopen the PR yourself. |
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
Details
2026-05-01.19-21-06.mp4
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: