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<!-- 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 Blade Heretic has received a few changes. The cost of crafting a Dark blade has been reduced in exchange for a lower blade capacity, The Dark blade itself has received a new sprite.  Realignment pulls you out stuns a bit faster and grants baton resistance while active. You may now infuse your blades with a (weaker) mansus grasp upon unlocking the ability to dual wield, they also gain increased demolition modifier. Mawed Crucible now slowly refills and requires fewer organs to brew a potion; you may now use a charge to refill your eldritch flask. The potion themselves have also received changes more on that below. The cooldown on the cursed curio shield has been reduced. Lionhunter's rifle no longer does increased damage on scoped targets, instead it marks them with Mansus grasp and teleports the heretic to them. Lastly Blade ascension has been fixed, you once again get the Ring of Blades. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Oh boy, here we go. # **Blade Heretic changes** Blade Heretic sits in a pretty decent spot, I wouldn't call the path weak by any stretch of imagination, but there are few aspects that could be reasonably improved without changing the overall strength of the path significantly. **Sundered Blade** I think these are too expensive to craft, especially compared to the other blades which require very basic materials. It's not uncommon to run into situations where you just cannot afford to make more than a set of blades, and i'd argue it's not fun for the crew to have their titanium or silver deposit drained every time a blade heretic rolls around. As a solution, i'm halving the cost in exchange of lowering the cap from 5 to 4 blades. **Realingment** This spell is lowkey awful; 25 stamina regen per second really doesn't make much of a difference when you are getting chain batoned, I have footage of blade heretics dying to a single shove stun while this abilty was active. The stamina regen and reduce immobility timer has been buffed on top of granting baton resist so long as it stays active, so you can properly get in fighting position without getting constantly knocked down. Mind you, It's still no CNS rebooter, so stuns will still yield a few seconds of vulnerability. **Swift Blades reworked into Empowered Blades** You may now use your Mansus grasp to infuse your Dark blades. It comes with the tradeoff of losing the knockdown and the stamina damage, you still retain the backstab. Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4 Dark Blades also gain increased demolition modifier. Dual wielding puts the heretic in the annoying position of having to switch between the second Blade and an empty hand to use Mansus grasp. Blade is supposed to be a master of melee combat, but they are still a dark mage, so why shouldn't they be able to infuse their blades? It still comes with a tradeoff, I'd reckon super sweaty players will still want to hotswap, but hey, the option is there. The added demolition modifier is to provide Blade with some way of breaking in and out of places, given the path has no jaunts or utility whatsoever, this seems reasonable to me. Lastly Malestrom of Silver finally works now; you once again get the blade aura upon ascending. # **Side Knowledge changes** **Mawed Crucible** The crucible now passively refills, and has a special interaction to refill the Eldritch Flask, the potion themselves have received changes. - Xray Potion: duration bumped from 60 to 90 seconds. - Wall phasing potion: Duration bumped from 15 to 40 seconds, you may now recall to your original location at will. - Potion of the Wounded soldier: Upon expiring, it heals your wounds and regrows missing limbs. **Reasoning**: Let's be honest here, noone ever makes this thing, the cost of making 1 potion is exorbitant and the potion themselves are not even that good to begin with. I'm not gonna explain every change in detail, but considering the crucible is one of the OG side knoweldges and you hardly hear anyone talk about it, we can safely give it a few buffs. **Unfathomable Curio** Cooldown on the shield has been halved. **Reasoning**: discussed it with Rex (the guy who created it), 60 seconds for 1 block is a bit excessive , 30 seconds seems reasonable enough. **Lionhunter's Rifle** Made a bit easier to craft and maintain, it can now be stored in the vest slot of the Eldritch Robes. The homing projectile now fully penetrates armor instead of having bonus damage; it also marks the victim with Mansus grasp and teleports the Heretic directly to them, the homing on the projectile itself has been improved. **Reasoning**: another side knowledge that sadly barely sees any play. Frankly this gun just doesn't have a purpose to exist, long range weaponry don't really mix with Heretic toolkit all that well, as you want to get close to your target to drag em to the spook dimension, not snipe 'em from a distance Lionhunter now works as an initiation tool, upon marking the target, the Heretic transforms into the fired bullet until it connects, applying mansus grasp on the victim. Keep in mind you still need xray or thermals to use the rifle to its full potential, either from the Crucible or the ashen medallion. Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg As a trade off, the damage has been halved from 60 to 30. <!-- 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 its 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. --> 🆑 balance: Sundered Blades now require 1 Titanium or Silver bar to craft and their capacity has been reduced to 4. balance: Realignment pulls you out of stuns a bit faster and grants baton resist while active. balance: Blade Heretic dual wielding now let's you infuse Your Dark Blades with a weaker mansus grasp and grants an increase in demolition modifier. fix: Malestrom of Silver grants the ring of protective blades once again. balance: Mawed Crucible requires 3 organs to brew one potion, passively refills overtime and can be used to refill the Eldritch Flask balance: Brew of Crucible soul effect bumped to 40 seconds and can be ended early. balance: Brew Of Dusk and Dawn effect bumped to 3 minutes. balance: Brew of the wounded soldier now offers a very minor passive heal and fully heals your wounds and limbs upon expiring. balance: Cursed Curio shield now recharges faster. balance: Lionhunter's rifle has been reworked, it now fits on the eldritch robes vest slots, it's cheaper to craft it and its ammunition and works as an initiation tool. /🆑 <!-- 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. --> --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
127 lines
7.2 KiB
Plaintext
127 lines
7.2 KiB
Plaintext
// Signals sent to or by spells
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// Generic spell signals
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/// Sent from /datum/action/cooldown/spell/before_cast() to the caster: (datum/action/cooldown/spell/spell, atom/cast_on)
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#define COMSIG_MOB_BEFORE_SPELL_CAST "mob_spell_pre_cast"
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/// Sent from /datum/action/cooldown/spell/before_cast() to the spell: (atom/cast_on)
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#define COMSIG_SPELL_BEFORE_CAST "spell_pre_cast"
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/// Return to prevent the spell cast from continuing.
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#define SPELL_CANCEL_CAST (1 << 0)
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/// Return from before cast signals to prevent the spell from giving off sound or invocation.
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#define SPELL_NO_FEEDBACK (1 << 1)
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/// Return from before cast signals to prevent the spell from going on cooldown before aftercast.
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#define SPELL_NO_IMMEDIATE_COOLDOWN (1 << 2)
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/// Sent to an mob when a [/datum/action/cooldown/spell] calls try_invoke() to the caster: (datum/action/cooldown/spell/spell, feedback)
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#define COMSIG_MOB_TRY_INVOKE_SPELL "try_invoke_spell"
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/// The spell gets canceled
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#define SPELL_INVOCATION_FAIL SPELL_CANCEL_CAST
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/// The spell always succeeds to invoke regardless of following checks
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#define SPELL_INVOCATION_ALWAYS_SUCCEED (1 << 1)
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/// Sent from /datum/action/cooldown/spell/set_click_ability() to the caster: (datum/action/cooldown/spell/spell)
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#define COMSIG_MOB_SPELL_ACTIVATED "mob_spell_active"
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/// Same as spell_cancel_cast, as they're able to be used interchangeably
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#define SPELL_CANCEL_ACTIVATION SPELL_CANCEL_CAST
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/// Sent from /datum/action/cooldown/spell/cast() to the caster: (datum/action/cooldown/spell/spell, atom/cast_on)
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#define COMSIG_MOB_CAST_SPELL "mob_cast_spell"
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/// Sent from /datum/action/cooldown/spell/cast() to the spell: (atom/cast_on)
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#define COMSIG_SPELL_CAST "spell_cast"
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// Sent from /datum/action/cooldown/spell/after_cast() to the caster: (datum/action/cooldown/spell/spell, atom/cast_on)
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#define COMSIG_MOB_AFTER_SPELL_CAST "mob_after_spell_cast"
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/// Sent from /datum/action/cooldown/spell/after_cast() to the spell: (atom/cast_on)
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#define COMSIG_SPELL_AFTER_CAST "spell_after_cast"
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/// Sent from /datum/action/cooldown/spell/reset_spell_cooldown() to the spell: ()
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#define COMSIG_SPELL_CAST_RESET "spell_cast_reset"
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/// Sent from /datum/action/cooldown/spell/proc/invocation() to the mob: (datum/source, /datum/action/cooldown/spell/spell, list/invocation)
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#define COMSIG_MOB_PRE_INVOCATION "spell_pre_invocation"
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///index for the invocation message string
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#define INVOCATION_MESSAGE 1
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///index for the invocation type string
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#define INVOCATION_TYPE 2
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///index for the invocation garble probability number
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#define INVOCATION_GARBLE_PROB 3
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// Spell type signals
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// Pointed projectiles
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// Sent from /datum/action/cooldown/spell/pointed/projectile/fire_projectile() to the caster: (datum/action/cooldown/spell/spell, atom/cast_on, obj/projectile/to_fire)
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#define COMSIG_MOB_SPELL_PROJECTILE "mob_spell_projectile"
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/// Sent from /datum/action/cooldown/spell/pointed/projectile/on_cast_hit: (atom/firer, atom/target, atom/hit, angle, hit_limb)
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#define COMSIG_SPELL_PROJECTILE_HIT "spell_projectile_hit"
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// AOE spells
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/// Sent from /datum/action/cooldown/spell/aoe/cast: (list/atoms_affected, atom/caster)
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#define COMSIG_SPELL_AOE_ON_CAST "spell_aoe_cast"
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// Cone spells
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/// Sent from /datum/action/cooldown/spell/cone/cast: (list/atoms_affected, atom/caster)
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#define COMSIG_SPELL_CONE_ON_CAST "spell_cone_cast"
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/// Sent from /datum/action/cooldown/spell/cone/do_cone_effects: (list/atoms_affected, atom/caster, level)
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#define COMSIG_SPELL_CONE_ON_LAYER_EFFECT "spell_cone_cast_effect"
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// Touch spells
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/// Sent from /datum/action/cooldown/spell/touch/do_hand_hit: (atom/hit, mob/living/carbon/caster, obj/item/melee/touch_attack/hand)
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#define COMSIG_SPELL_TOUCH_HAND_HIT "spell_touch_hand_cast"
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/// Sent from /datum/action/cooldown/spell/touch/cast: (mob/living/carbon/cast_on)
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#define COMSIG_TOUCH_HANDLESS_CAST "spell_touch_handless_cast"
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/// Return this to prevent the hand spawning/unspawning
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#define COMPONENT_CAST_HANDLESS (1<<0)
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// Jaunt Spells
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/// Sent from datum/action/cooldown/spell/jaunt/before_cast, before the mob enters jaunting as a pre-check: (datum/action/cooldown/spell/spell)
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#define COMSIG_MOB_PRE_JAUNT "spell_mob_pre_jaunt"
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#define COMPONENT_BLOCK_JAUNT (1<<0)
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/// Sent from datum/action/cooldown/spell/jaunt/enter_jaunt, to the mob jaunting: (obj/effect/dummy/phased_mob/jaunt, datum/action/cooldown/spell/spell)
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#define COMSIG_MOB_ENTER_JAUNT "spell_mob_enter_jaunt"
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/// Set from /obj/effect/dummy/phased_mob after the mob is ejected from its contents: (obj/effect/dummy/phased_mob/jaunt, mob/living/unjaunter)
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#define COMSIG_MOB_EJECTED_FROM_JAUNT "spell_mob_eject_jaunt"
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/// Sent from datum/action/cooldown/spell/jaunt/exit_jaunt, after the mob exited jaunt: (datum/action/cooldown/spell/spell)
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#define COMSIG_MOB_AFTER_EXIT_JAUNT "spell_mob_after_exit_jaunt"
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/// Sent from /obj/effect/dummy/phased_mob/proc/phased_check when moving to the holder object: (/obj/effect/dummy/phased_mob, mob/living/phaser, turf/newloc)
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#define COMSIG_MOB_PHASED_CHECK "mob_phased_check"
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/// Return this to cancel the phased move
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#define COMPONENT_BLOCK_PHASED_MOVE (1 << 0)
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/// Sent from/datum/action/cooldown/spell/jaunt/bloodcrawl/slaughter_demon/try_enter_jaunt,
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/// to any unconscious / critical mobs being dragged when the jaunter enters blood:
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/// (datum/action/cooldown/spell/jaunt/bloodcrawl/crawl, mob/living/jaunter, obj/effect/decal/cleanable/blood)
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#define COMSIG_LIVING_BLOOD_CRAWL_PRE_CONSUMED "living_pre_consumed_by_bloodcrawl"
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/// Sent from/datum/action/cooldown/spell/jaunt/bloodcrawl/slaughter_demon/consume_victim,
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/// to the victim being consumed by the slaughter demon.
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/// (datum/action/cooldown/spell/jaunt/bloodcrawl/crawl, mob/living/jaunter)
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#define COMSIG_LIVING_BLOOD_CRAWL_CONSUMED "living_consumed_by_bloodcrawl"
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/// Return at any point to stop the bloodcrawl "consume" process from continuing.
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#define COMPONENT_STOP_CONSUMPTION (1 << 0)
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// Signals for specific spells
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// Lichdom
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/// Sent from /datum/action/cooldown/spell/lichdom/cast(), to the item being imbued: (datum/action/cooldown/spell/spell, mob/user)
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#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul"
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/// Return to stop the cast and prevent the soul imbue
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#define COMPONENT_BLOCK_IMBUE (1 << 0)
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/// Sent from /datum/action/cooldown/spell/aoe/knock/cast(), to every nearby turf (for connect loc): (datum/action/cooldown/spell/aoe/knock/spell, mob/living/caster)
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#define COMSIG_ATOM_MAGICALLY_UNLOCKED "atom_magic_unlock"
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// Instant Summons
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/// Sent from /datum/action/cooldown/spell/summonitem/cast(), to the item being marked for recall: (datum/action/cooldown/spell/spell, mob/user)
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#define COMSIG_ITEM_MARK_RETRIEVAL "item_mark_retrieval"
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/// Return to stop the cast and prevent the item from being marked
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#define COMPONENT_BLOCK_MARK_RETRIEVAL (1 << 0)
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///When an object is retrieved by a magic recall spell. This will apply to all containers, mobs, etc. that are pulled by the spell.
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#define COMSIG_MAGIC_RECALL "magic_recall"
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// Charge
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/// Sent from /datum/action/cooldown/spell/charge/cast(), to the item in hand being charged: (datum/action/cooldown/spell/spell, mob/user)
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#define COMSIG_ITEM_MAGICALLY_CHARGED "item_magic_charged"
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/// Return if an item was successful recharged
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#define COMPONENT_ITEM_CHARGED (1 << 0)
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/// Return if the item had a negative side effect occur while recharging
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#define COMPONENT_ITEM_BURNT_OUT (1 << 1)
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