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Reworks the implimentation of stun jumps - #195

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Wolf-751 wants to merge 9 commits into
Monkestation:masterfrom
Wolf-751:Stun-jump-death
Open

Reworks the implimentation of stun jumps#195
Wolf-751 wants to merge 9 commits into
Monkestation:masterfrom
Wolf-751:Stun-jump-death

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@Wolf-751

@Wolf-751 Wolf-751 commented Aug 27, 2026

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About The Pull Request

This pr is designed to address something that alot of players and I myself have used and been the victim of, the infamous jump stun of death from players that have more than 8 strength, this pull request is designed to rectify its range, add controllable cooldown triggers and make it actually calculate the increased jump range additions given to the middle click jumping by athletics and strength.

Why It's Good For The Game

This is a major functionality rework and redesign of the stun jump stomping mechanic, it will still be spamable but the distance of the actual stun has been reduced from a giant 5 tile range from the user to 2 instead. This makes the jump cracking actually look like it lines up the floor crack tiles, gives a visual tell of a stagger animation to those who just got affected and fixes the situation where it was not working past a certain jump range and actually activating constantly with an internalized two second cooldown that can be altered easily in the future for balance.

Changelog

Added a stagger animation wobble to the mighty 8+ strength stomp jumping, no gameplay effect just a visual cue you got stunned.
Removed old code that was preventing maximum range from being reached with the jump increases and reworked it to calculate it.
Nerfed the range alot, like it was at 5 tiles from origin which is massive, now its only 2 tile extra range for a little leeway but has alot more forgiving trigger procs.
Added an internalized cooldown of 2 seconds to account for misfiring triggers and for easy future proof rebalancing.

🆑
add: Added a stagger animation for seconds to the super 8 strength jump on hit, will make the mob wobble a little.
del: Removed the old code of max jumping range for the stomp jumping, it will now recalculate it properly to account for the increased range due to strength and athletics.
qol: Made the jumping stomp have an internalized two second force timer to fix misfiring proccing, will probably work with lag aswell to keep it from not ticking.
balance: Lowered the range of the maximum tile stun from 5 tiles to 2 to tiles instead.

server: Might need testing to see if the cooldown actually ticks properly to time dilation
/:cl:
Screenshot 2026-08-27 031330
Screenshot 2026-08-27 031358

@TheColorCyan

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What I suggested before is you can also do Immobilize() instead of stun, to make it so the jump doesnt drop items
So other aspects of the stun jump can be nerfed a little less
(tho with this i believe the person that jumped should not get immobolized at all or it would be kinda useless)

@Wolf-751

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What I suggested before is you can also do Immobilize() instead of stun, to make it so the jump doesnt drop items So other aspects of the stun jump can be nerfed a little less (tho with this i believe the person that jumped should not get immobolized at all or it would be kinda useless)

I will see about it, right now stun jumping is used to drop peoples weapons as a intended game mechanic to disarm opponents and allow you to fight in melee, creating a opening to exploit, immobilization will let them keep their weapons and still be able to shoot you or stab you and be fully capable of actions.

Comment on lines +122 to +131
//CRIMSON GRID EDIT START - fixes jump stun flaking out at max distance and actually triggering proper
if(jumper.combat_mode && distance <= adjusted_jump_range && strength >= 8 && COOLDOWN_FINISHED(src, jump_boom_cooldown))
COOLDOWN_START(src, jump_boom_cooldown, JUMP_BOOM_COOLDOWN) //CRIMSON GRID ADDITION - adds an internal cooldown to fix jump misfires
addtimer(CALLBACK(src, PROC_REF(jump_boom), jumper), (get_dist(jumper.loc, adjusted_target) * 0.5))
jumper.visible_message(span_danger("[jumper] takes a mighty leap that shatters \the [adjusted_target] where they land!"))
jumper.adjust_stamina_loss(20)
else
jumper.adjust_stamina_loss(10)
jumper.visible_message(span_danger("[jumper] jumps towards [adjusted_target]."))
//CRIMS GRID EDIT END

@chazzyjazzy chazzyjazzy Aug 30, 2026

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move line 131 to where it actually ought to be - and call it 'CRIMSON' not 'CRIMS'

Comment thread modular_darkpack/modules/jumping/code/jumper_component.dm Outdated
Comment thread modular_darkpack/modules/jumping/code/jumper_component.dm Outdated
Comment thread modular_darkpack/modules/jumping/code/jumper_component.dm Outdated
Comment thread modular_darkpack/modules/jumping/code/jumper_component.dm Outdated
Wolf-751 and others added 7 commits August 30, 2026 10:54
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Comment thread modular_darkpack/modules/jumping/code/jumper_component.dm Outdated
chazzyjazzy
chazzyjazzy previously approved these changes Aug 30, 2026

@chazzyjazzy chazzyjazzy left a comment

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make that one change and we're good

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
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3 participants