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abea882914 |
Bloodsucker power refactor (#1458)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Refactors bloodsuckers powers heavily and changes around a lot of few powers work and even removes a lot of copypasta from tremere powers. fixes #1384 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Currently Tremere is pretty meh compared to other bloodsuckers, and bloodsucker powers use a lot of code that actions now implement themselves. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing I basically test almost every change, as part of how I work, obviously not completely thoroughly thus testmerges,. <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Heavily refactors how bloodsucker powers function. refactor: Tremere powers no longer have subtypes for each level. add: Completely redoes how bloodsucker ability descriptions, both the longer antag panel and the action button hover over, they will actually tell you actual values that the game itself uses for damage, cooldowns, and effect durations balance: Tremere powers can now level up as far as you want. balance: Mesmerize is heavily reworked, now it no longer forces both parties to stand still for it to work, but it is obvious to the victim when used, however the victim is muted for the duration of the spool up, and will stun and mute normally if the do_after completes. add: Mesmerize now has a secondary that allows you to mute and confuse your victim that happens on a right-click, dominate, the tremere's version instead knockdowns. add: Tremere's dominate now has a visual timer for temporary vassals, visible only to the master's vassals and the master themselves. balance: Tremere's dominate now only requires level 2 to create temporary vassals, but the duration now scales with the level. It now requires the potential vassal to have more than 336 blood, and will use it all up once the duration ends, effectively making it only usable once per person. balance: All tremere powers can now level up past level 4 balance: Thaumaturgy is heavily reworked, it now has a charge system, and while the projectile deal less damage, you can shoot a lot more of them, and the projectiles will seek towards any non-vassal mob near where you cast it. refactor: Separates bloodsucker ability bitfields and action bitfields to avoid overriding eachother balance: Bloodsuckers going into torpor outside of coffins will always die, but will wake out of torpor at 20% maxhealth(not counting critical health) balance: A coffin being opened during sol will wake you up, given you are LITERALL BURNING UN-ALIVE. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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0111eca2a9 |
Limits movement speed to about x2 the base movespeed (#1828)
## About The Pull Request As a living creature, it is no longer possible to go 2 times faster than base movement speed. Base movement speed is the default running speed of mobs, without any buffs. ## Technical Information Note that a slowdown value of 1 means that every 0.1 seconds, you can move a tile. A slowdown value of 0.75 means that every 0.075 seconds, you can move. Thus, the lower the slowdown value is, the faster you are. Someone with a slowdown value of 0.5 is twice as fast as someone with a slowdown value of 1. The game's default slowdown value for humans is 1.5. This means that every 0.15 seconds, you can move a tile. This PR makes it so the capped slowdown value is 0.7. I came up with this number because changeling adrenaline removes 0.8 from your slowdown value (1.5 - 0.8 = 0.7), and it's the strongest source of increasing movement speed in the game. Some thing can "ignore" this cap, such as bluespace tiles and other sources of movement manipulation. I tested everything obvious (camera movement, xenomorphs, humans, monkeys, etc) but there might be some things that missed testing that are affected by this. ## Why It's Good For The Game Having an insane amount of speed is generally not fun for several reasons. - Melee as a system is underdeveloped and falls apart during fights where an opponent runs at mach 10. - Projectiles are balanced around not being hitscan or instant, and are slow as to balance out ranged. However, it is generally not reasonable to move faster than a bullet. - A good majority of people are connected from North America (sever is hosted in Germany), where they'd usually get 80-100 ping on a relay server. While this seems small, 100ms delay is quite a bit. A legitimate question is why not just apply this to humans. I think applying this to just humans kind of defeats the purpose of the PR, and that generally high movement speed in general is not good for the game. ## Proof Of Testing It just werks. ## Changelog 🆑 BurgerBB balance: As a living creature, it is no longer possible to go 2 times faster than base movement speed. Base movement speed is the default running speed of mobs, without any buffs. /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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35aa9bfd8c |
[TESTMERGE] Bloodsuckers, version 3 (#863)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR adds Fulpstations bloodsuckers into the game, this is based on https://github.com/Bubberstation/Bubberstation/pull/386 which also has good info on the abilities that it can do, although fulp also has their own wiki page on it, https://wiki.fulp.gg/en/Bloodsucker. This was built upon from the last PR and with the major known issues fixed. Balance changes: - Bloodsucker snow need 0.4 of your max blood level for each level up - Bloodsuckers can no longer stockpile more than two level ups. - Draining mindless humans gives the same draining inefficiency as draining monkeys does, which gets twice as bad if you are above level 4. - If you are at level 4, you inherit the snobbish blood drinking quality just like venture always have, with the exception of the nosferatu. This means you'll refuse to drink bad blood, to encourage conflict if you desire even more power. - Frenzy no longer kills you as quickly, tested it and it was incredibly fast. - Night timer for vampires is now 20 minutes. - All vampire type species and bloodsuckers get hurt more by silver <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game New antags add variety and fun. Probably <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Add bloodsuckers, a new reason to fear maintenance and the dark. Don't go out there alone, or you might wake up pale and fainting. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: destrucktoid <39823128+destrucktoid@users.noreply.github.com> Co-authored-by: Ldip999 <60290575+Ldip999@users.noreply.github.com> Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com> |