3 Commits

Author SHA1 Message Date
SmArtKar 9b110eb64e Reworks and fixes blood drunk miner megafauna (#96286)
## About The Pull Request

Blood-drunk miner has been reworked to change it from a DPS race into a
more dynamic fight

- Buffed health from 900 to 1300 (45% increase), slightly increased
speed (3 -> 2.5), increased saw damage (6/10 -> 8/12) to compensate for
other changes below
- Slightly reduced PKA shot damage (20 -> 18)
- Saw attacks now have a slightly longer delay inbetween hits
(especially in unfolded form), ***no longer are guaranteed to hit no
matter what*** (was a bug which forced players to eat 50 damage to the
face) and slow down the miner during the combo
- Singular PKA shot has been replaced with a telegraphed barrage of 3
projectiles, during which the miner cannot move, letting players gain
some distance
- Dash is no longer a teleport but a proper charge akin to that of
lobstrocities with a very short chargeup that deals no damage or
knockdown, but allows the miner to travel further
- Miner's attacks no longer give the target stun immunity for a brief
moment (why?)
- Default PKA it drops has been replaced with an infernal version, which
comes with a cheaper (30% vs 50% of the default one) in-built rapid
repeater (that also has a less punishing miss delay)

<img width="169" height="143" alt="Aseprite_UfXRbgVuqB"
src="https://github.com/user-attachments/assets/3ac257a4-5443-4c7f-a891-4e69f8188cb4"
/>

---

Full fight with a single basic pen and 2 legion cores, no PKC trophies:
(fumbled a bit midway though, pre-PKA projectile damage nerf)


https://github.com/user-attachments/assets/40c8af0d-035c-49da-861b-5e74ca7d7551

## Why It's Good For The Game

Current blood-drunk miner is a hard DPS check with unavoidable damage
(both due to the bug and instant dashes/PKA hits) that simply requires
you to facetank the damage using heals and kill it first before it kills
you.
This should make the fight a bit longer, more engaging and fairer than
it is right now.

## Changelog
🆑
add: Blood-drunk miner now drops an infernal PKA with an in-built
improved rapid repeater modification
balance: Blood-drunk miner has been reworked with new attacks and
patterns
fix: Blood-drunk miner's combos are no longer guaranteed to land even if
you move away from it
/🆑
2026-06-05 18:03:12 +02:00
MrMelbert 329921639a Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request

- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
      - The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.

- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.

## Why It's Good For The Game

- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication. 
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


![image](https://user-images.githubusercontent.com/51863163/202816617-342e87e6-2cc6-488e-9af2-4b2053dc3dc6.png)


![image](https://user-images.githubusercontent.com/51863163/202816604-da8d4821-0e2b-45af-b289-7442367f98ce.png)

## Changelog

🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected. 
/🆑
2022-12-03 19:01:08 -08:00
Whoneedspacee b92823ee46 Mob Ability Sequences Again Again (I swear this time) (#68382)
Adds the option for cooldown action sequences which has a list of sequence actions, the owner of the sequence doesn't have direct control over any of the actions in the sequence but is still considered the owner of the sequence actions, the main ability simply handles calling whatever those sub actions should do.

Adds melee cooldown times to cooldown actions.

Cooldown actions now use bitflags so an ability can share its cooldown to multiple other types of abilities

Cooldown times are now handled by the base activate proc, cleaning up copy paste of StartCooldown()

Reworks the admin verb for adding cooldown abilities to where it has significantly more customization (and tells you to mark the mob you want to modify instead of just doing nothing) and also allows for creation of the new sequences, allowing entirely new and unseen abilities to be formed out of existing ones. Also adds a verb for removal of mob abilities.
2022-07-19 18:08:05 -05:00