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Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)
## About The Pull Request - Adds 5 new heretic spells! - For Flesh: Flesh Surgery. This spell is a touch spell that can either be used to heal your minions or extract organs from mobs. - For Void: Cone of Cold. This is a simple spell - it shoots out a cone, of cold, that freezes and damages people caught in it. - For Ash: Volcano Blast. This spell functions like Tesla Blast, but instead of electricity, it shoots out of a beam of fire that hurts to walk over. - For Blade: Realignment. Think of this like "Fleshmend but for stuns / stamcrit". It rapidly regenerates stamina damage and reduces stuns, while making you a pacifist. It can also be cast in rapid succession, but this will increase the cooldown. - For Rust: Rust Construction. Point at a rusted tile, and a wall will be raised where it was instantly. This even damages people and throws them aside - Or, if on a multi-z map, can lift up. - Number of influences has increased. - 5 at 1 heretic - 9 at 2 - 12 at 3 - 14 at 4 - 15 at 5 - 16 at 6, and so on - Heretics are given a 5th sacrifice target, selected randomly. On average an additional sacrifice is needed for their objectives. - Being sacrificed grants you a permanent phobia of the supernatural. Phobia of the supernatural has been expanded to cover heretic items and mobs. - The equation for offhand damage of blade heretics was tweaked. Actual result unchanged, it's just more resilient to future changes now. - Touch spells were refactored a bit, and overall expanded to be easier to use - Charged spells were added, and charged beam spells. Tesla blast uses this. - Cone spells were refactored to be easier to setup. - Jaunting will now hide your runechat when it triggers, to make it less easy to follow. - Heretic Ghouls now take less stamina damage based on how low their health pool is. - Emote based spells now require hands to be unblocked to be cast, like mime spells. - Yes this gets rid of handcuffed invisible walls... Not 100% on this, but I figured it's good for consistency? Open to discussion ## Why It's Good For The Game A lotta feedback has passed through about heretic and it's time to address some of it - Problem: Not enough cool flash spells. Makes Focus not worth it. - Solution: Adds some more spells to encourage focus use. - Problem: Sacrifice targets being too willing or not harmed enough - Solution: A permanent trauma. - Problem: Not enough ways to power up. - Solution: Adding more influences around, though I think there should be more variety in knowledge rituals as well. - Problem: Ash Passage sucks - Solution: Makes it a smidge better to stay hidden with it. - Problem: Heretic Ghouls get one hit by batons - Solution: Stamina modifier should put them on par with unmodified humans. ## Changelog 🆑 Melbert add: Added five new heretic spells, one for each path. They come after the Ritual of Knowledge. add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a cone which deal damage and freezes. add: Flesh Surgery for Flesh heretics. A touch spell which can either heal minions or be used on mobs to extract organs without surgery. add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast, which fires out a beam of fire that bounces between people. add: Realignment for Blade heretics. Fleshmend, but for stuns and stamina damage. Makes you a pacifist, but rapidly regenerates stamina. add: Rust Construction for Rust heretics. Places a wall of rust on the target rusted flooring. Can even be used to ascend z-levels! balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of Lesser Cleave slightly. balance: Slightly more influences will spawn on the station per heretic. balance: Heretics require an additional sacrifice on average for ascension, but are given a fifth sacrifice target (randomly selected). balance: Being sacrificed by a heretic now gives you a permanent phobia of spooky things, including heretic mobs and items. balance: Heretic ghouls now take reduced stamina damage, depending on how small their health pool is. balance: Using Jaunts will conceal your runechat for their duration. balance: Spells which require emoting (Mime spells) require your hands not be blocked to use. refactor: Touch Spells were improved a bit. Added some new template spells - Charged spells, and Charged beam spells. fix: Fixes a runtime from losing heretic. /🆑
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@@ -260,6 +260,8 @@
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/mob/proc/create_chat_message(atom/movable/speaker, datum/language/message_language, raw_message, list/spans, runechat_flags = NONE)
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if(SSlag_switch.measures[DISABLE_RUNECHAT] && !HAS_TRAIT(speaker, TRAIT_BYPASS_MEASURES))
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return
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if(HAS_TRAIT(speaker, TRAIT_RUNECHAT_HIDDEN))
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return
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// Ensure the list we are using, if present, is a copy so we don't modify the list provided to us
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spans = spans ? spans.Copy() : list()
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@@ -218,6 +218,9 @@
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for(var/datum/objective/objective as anything in get_all_objectives())
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to_chat(current, "<B>[objective.objective_name] #[obj_count]</B>: [objective.explanation_text]")
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obj_count++
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// Objectives are often stored in the static data of antag uis, so we should update those as well
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for(var/datum/antagonist/antag as anything in antag_datums)
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antag.update_static_data(current)
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/datum/mind/proc/find_syndicate_uplink(check_unlocked)
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var/list/L = current.get_all_contents()
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@@ -76,10 +76,8 @@
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living_cast_on.setDir(original_dir)
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/datum/action/cooldown/spell/cone/staggered/fire_breath/calculate_cone_shape(current_level)
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// This makes the cone shoot out into a 3 wide column of flames.
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// You may be wondering, "that equation doesn't seem like it'd make a 3 wide column"
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// well it does, and that's all that matters.
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return (2 * current_level) - 1
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// This makes the cone shoot out into a 3 wide column of flames no matter the distance
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return 3
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/datum/action/cooldown/spell/cone/staggered/fire_breath/do_turf_cone_effect(turf/target_turf, atom/caster, level)
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// Further turfs experience less exposed_temperature and exposed_volume
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@@ -32,6 +32,7 @@
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cooldown_time = 12 SECONDS
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invocation_type = INVOCATION_NONE
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spell_requirements = NONE
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antimagic_flags = NONE
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//Vars for zaps made when power chromosome is applied, ripped and toned down from reactive tesla armor code.
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///This var decides if the spell should chain, dictated by presence of power chromosome
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@@ -52,6 +52,10 @@
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duration = 8
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can_melt = FALSE
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/datum/status_effect/freon/lasting
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id = "lasting_frozen"
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duration = -1
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/datum/status_effect/hypernob_protection
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id = "hypernob_protection"
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duration = 10 SECONDS
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@@ -80,4 +84,3 @@
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var/mob/living/carbon/human/human_owner = owner
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human_owner.remove_movespeed_modifier(/datum/movespeed_modifier/reagent/hypernoblium)
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REMOVE_TRAIT(human_owner, TRAIT_NOFIRE, type)
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