RwC
January 5, 2023, 2:18am
1
For Trauma staff it makes action_charge_explosion uninterruptible and stun immune, however Trauma staff does not have action_charge_explosion.
local number_of_render_buffs_to_add = math.round(charge_level * max_num_stacks)
if number_of_render_buffs_to_add > 0 then
attacked_unit_buff_extension:add_internally_controlled_buff_with_stacks("rending_debuff", number_of_render_buffs_to_add, t, "owner_unit", template_context.unit)
end
end
end
}
templates.weapon_trait_bespoke_forcestaff_p1_uninterruptable_while_charging = table.clone(BaseWeaponTraitBuffTemplates.uninterruptable_while_charging)
templates.weapon_trait_bespoke_forcestaff_p1_uninterruptable_while_charging.uninteruptable_actions = {
action_charge_explosion = true
}
templates.weapon_trait_bespoke_forcestaff_p1_faster_charge_on_chained_secondary_attacks = table.clone(BaseWeaponTraitBuffTemplates.faster_charge_on_chained_secondary_attacks)
templates.weapon_trait_bespoke_forcestaff_p1_faster_charge_on_chained_secondary_attacks.charge_actions = {
action_trigger_explosion = true,
action_charge_explosion = true
}
templates.weapon_trait_bespoke_forcestaff_p1_double_shot_on_crit = table.clone(BaseWeaponTraitBuffTemplates.double_shot_on_crit)
return templates
}
},
fx = {
shoot_sfx_alias = "ranged_single_shot"
},
projectile_template = ProjectileTemplates.force_staff_ball,
buff_keywords = {
buff_keywords.allow_hipfire_during_sprint
}
},
action_charge = {
position_finder_module_class_name = "ballistic_raycast_position_finder",
overload_module_class_name = "warp_charge",
start_input = "charge",
kind = "overload_charge_position_finder",
sprint_ready_up_time = 0.25,
min_scale = 0,
max_scale = 5,
anim_end_event = "attack_finished",
crosshair_type = "dot",
hold_combo = true,
if end_reason == "hold_input_released" or end_reason == "stunned" then
return true
end
return false
end,
buff_keywords = {
buff_keywords.allow_hipfire_during_sprint
}
},
action_trigger_explosion = {
use_charge = true,
crosshair_type = "dot",
charge_template = "forcestaff_p1_m1_use_aoe",
kind = "explosion",
sprint_ready_up_time = 0,
increase_combo = true,
allowed_during_sprint = true,
anim_event = "explosion_explode",
total_time = 0.75,
action_movement_curve = {
3 Likes
I knew something was off! While using a Trauma Staff with Focused Channeling, I purposely got hit to see if my channel would break and it did! Guess I know why now… Thanks for digging this out - hopefully it gets fixed soon!