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Fused Shadelings Don't Deal Damage When They Do Their Big Jump Attack


lakhnish
  • Closed

When the Fused Shadelings do their pounce attack to get closer to the player, they don't do any damage.


Steps to Reproduce

The above.

  • Like 2



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I guess it's intentional, it's a displacement rather than an attack. It even resets the Fused Shadeling's normal attack cooldown.

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Since this is closed, I guess it's intentional? @V2C

I didn't understand why they were jumping, hence why I made the report. :love_heart:

Edited by lakhnish

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I initially guessed it could be intentional, but after looking at the code, it just looks like the attack attempt is blocked by the jump_pst state containing the "busy" tag, and it not being removed right before doing said attempt.

That and also the timeout on the jump_pst state is a bit too long, so even if the "busy" issue was fixed, it would be almost the same as how it currently works, where the shadeling stands still for a bit, then exits the jump_pst state, and then starts a standard attack. Do note, the attack at the end of the jump is exactly the same as a normal attack, it's not a unique one.

If it's intentional to be a way for them to close the distance to a target, it should probably be a bit more clear in code, and the timeout could be revised a bit. Right now it looks like an oversight instead.

I personally changed the ontimeout function to just go to idle (as well as reduced the timeout time a bit), and the second timeline event attempts to do the attack at the end of its function (as well as removing the busy tag prior to it), and it works pretty smoothly. This could be done without the attack part if they wish to keep it as a displacement ability without the shadeling standing in place for as long as they do currently.

Edited by hoxi
A few details

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