## About The Pull Request
- Adds a fantasy affix that makes your attacks with the item cause a
chain lightning, which shocks people. The damage, distance, and limit
are all based on quality.
- Adds a fantasy affix that makes your attacks with the item slow the
target's click cd, making them take longer between attacks. The penalty
is based on quality.
## Why It's Good For The Game
BiS for main tanks
## Changelog
🆑 Melbert
add: Adds two fantasy affixes
/🆑
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
About The Pull Request
Heretics can no longer be converted to a cult, as they follow their own Forgotten Gods.
Instead, Nar'Sie will reward the cult for managing to sacrifice one, with the bastard sword.
The bloody bastard sword has been cleaned up codewise and all that. Because it is a free reward instead of a (removed) progression mechanic of cult, it swings just a bit slower during the spin and doesn't have a jaunt. It's still a !fun! swinging sword of hilarity and death.
BLOODY BASTARD https://www.youtube.com/watch?v=ukznXQ3MgN0
Fantasy weapons can now roll "soul-stealing" weapons. They, on killing something, capture its soul inside the item.
Add fail conditions that instantly end a spin2win, ala how
Mimes can now hold a baguette like a sword by right clicking it #69592 works
Why It's Good For The Game
Bloody bastard sword was fun, it made no sense that heretics were valid converts when they're already worshipping a DIFFERENT evil god granting them powers. Should be in a good spot as a nice little antag to antag special interaction. I fucking love antag to antag special interactions, we should have more of 'em
Fantasy affixes are always a neat thing to throw a new component into
Changelog
cl
add: Heretics can no longer be converted to cult. But sacrificing them is very valuable to Nar'Sie, and she will grant special weapons if you manage to do so.
add: Fantasy affixes can also include soul-stealing items!
/cl
Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling
adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target
moves knockback handling to a general proc
adds ishelpers for guns and projectiles
* no more weird projectile handling it can just not apply the effect if the component somehow goes away
lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something
* fixes up comsig stuff
adds new components to the fantasy prefix and suffix
knockback now handles throwing anchored objects
lifesteal now properly heals the target with projectiel weapons
adds summoning component to handle mob summoning with item attacking and such
adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same
adds shrapnel component, fires projectiles around a fired projectile when it hits
adds igniter component to set attacked mobs on fire
* no more shrapnel on items that can't use it
summoning items now summon at least one mob maximum
adds specific weighted projectile types for shrapnel to prevent broken options being picked
removes the reverse var from knockback component and instead just handles negative thrown turf