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Replaces intents with combat mode #21883
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ToasterBiome
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yogstation13:master
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SapphicOverload:combat-mode
May 9, 2024
Merged
Replaces intents with combat mode #21883
ToasterBiome
merged 62 commits into
yogstation13:master
from
SapphicOverload:combat-mode
May 9, 2024
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combat off icon button is invisible |
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i am neutral on this, but PLEASE give people the option to use intents |
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Yes please for the love of god, i dont care if im banned this is just QoL |
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Should be fixed now |
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please do not do this |
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DO NOT MERGE
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Document the changes in your pull request
This removes intents and replaces them with combat mode and alternate right-click action. Default keybinds are 4 to enable combat mode and 1 to disable, same as previous harm/help intents.
Major changes:
Interaction changes:
Plus more that I likely forgot about. In general if something used to be done with disarm or grab intent, it's probably done with right-click or ctrl-click now.
Original PR here: tgstation/tgstation#56601
Why is this good for the game?
After having been on other servers that use the combat mode system, it's difficult to go back to using intents because of how clunky and unintuitive they feel compared to it.
To anyone who's already used to it and don't know anything else, intents might seem intuitive on the surface in a "what do you want to do with your click" sort of way, but this goes out the window when clicking on anything that isn't another player where "disarm" and "grab" don't make much sense, like when deconstructing a table.
As the original PR puts it:
"Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
The full intention of this shift in control scheme is that right click will become 'secondary interaction' for items, which prevents some of the awkward juggling we have now with item modes etcetera."
Testing
It's like 300+ files changed, no way I can test every single thing I've touched, but everything I've tested so far does work.
Buster arm demonstration:
buster_arm_vs_lizar.mp4
Spriting
Changelog
🆑 Qustinnus, SapphicOverload, Molti
experimental: Replaced intents with combat mode
imageadd: Adds combat mode buttons to the UI, replacing intents
bugfix: Fixes some of the martial arts not working sometimes
/:cl: