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Bubberstation/code/__DEFINES/dcs/signals/signals_spell.dm
EnterTheJake 6cee9e1254 Blade Heretic/Side knowledges improvements/fixes. (#87167)
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## 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.

![Updated Dark
Blade](https://github.com/user-attachments/assets/f5dde8a3-6827-4d4f-a530-0a1a01965a63)

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.

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## 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.

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## Changelog

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🆑
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.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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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>
2024-12-01 12:26:15 -08:00

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// Signals sent to or by spells
// Generic spell signals
/// Sent from /datum/action/cooldown/spell/before_cast() to the caster: (datum/action/cooldown/spell/spell, atom/cast_on)
#define COMSIG_MOB_BEFORE_SPELL_CAST "mob_spell_pre_cast"
/// Sent from /datum/action/cooldown/spell/before_cast() to the spell: (atom/cast_on)
#define COMSIG_SPELL_BEFORE_CAST "spell_pre_cast"
/// Return to prevent the spell cast from continuing.
#define SPELL_CANCEL_CAST (1 << 0)
/// Return from before cast signals to prevent the spell from giving off sound or invocation.
#define SPELL_NO_FEEDBACK (1 << 1)
/// Return from before cast signals to prevent the spell from going on cooldown before aftercast.
#define SPELL_NO_IMMEDIATE_COOLDOWN (1 << 2)
/// Sent to an mob when a [/datum/action/cooldown/spell] calls try_invoke() to the caster: (datum/action/cooldown/spell/spell, feedback)
#define COMSIG_MOB_TRY_INVOKE_SPELL "try_invoke_spell"
/// The spell gets canceled
#define SPELL_INVOCATION_FAIL SPELL_CANCEL_CAST
/// The spell always succeeds to invoke regardless of following checks
#define SPELL_INVOCATION_ALWAYS_SUCCEED (1 << 1)
/// Sent from /datum/action/cooldown/spell/set_click_ability() to the caster: (datum/action/cooldown/spell/spell)
#define COMSIG_MOB_SPELL_ACTIVATED "mob_spell_active"
/// Same as spell_cancel_cast, as they're able to be used interchangeably
#define SPELL_CANCEL_ACTIVATION SPELL_CANCEL_CAST
/// Sent from /datum/action/cooldown/spell/cast() to the caster: (datum/action/cooldown/spell/spell, atom/cast_on)
#define COMSIG_MOB_CAST_SPELL "mob_cast_spell"
/// Sent from /datum/action/cooldown/spell/cast() to the spell: (atom/cast_on)
#define COMSIG_SPELL_CAST "spell_cast"
// Sent from /datum/action/cooldown/spell/after_cast() to the caster: (datum/action/cooldown/spell/spell, atom/cast_on)
#define COMSIG_MOB_AFTER_SPELL_CAST "mob_after_spell_cast"
/// Sent from /datum/action/cooldown/spell/after_cast() to the spell: (atom/cast_on)
#define COMSIG_SPELL_AFTER_CAST "spell_after_cast"
/// Sent from /datum/action/cooldown/spell/reset_spell_cooldown() to the spell: ()
#define COMSIG_SPELL_CAST_RESET "spell_cast_reset"
/// Sent from /datum/action/cooldown/spell/proc/invocation() to the mob: (datum/source, /datum/action/cooldown/spell/spell, list/invocation)
#define COMSIG_MOB_PRE_INVOCATION "spell_pre_invocation"
///index for the invocation message string
#define INVOCATION_MESSAGE 1
///index for the invocation type string
#define INVOCATION_TYPE 2
///index for the invocation garble probability number
#define INVOCATION_GARBLE_PROB 3
// Spell type signals
// Pointed projectiles
// 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)
#define COMSIG_MOB_SPELL_PROJECTILE "mob_spell_projectile"
/// Sent from /datum/action/cooldown/spell/pointed/projectile/on_cast_hit: (atom/firer, atom/target, atom/hit, angle, hit_limb)
#define COMSIG_SPELL_PROJECTILE_HIT "spell_projectile_hit"
// AOE spells
/// Sent from /datum/action/cooldown/spell/aoe/cast: (list/atoms_affected, atom/caster)
#define COMSIG_SPELL_AOE_ON_CAST "spell_aoe_cast"
// Cone spells
/// Sent from /datum/action/cooldown/spell/cone/cast: (list/atoms_affected, atom/caster)
#define COMSIG_SPELL_CONE_ON_CAST "spell_cone_cast"
/// Sent from /datum/action/cooldown/spell/cone/do_cone_effects: (list/atoms_affected, atom/caster, level)
#define COMSIG_SPELL_CONE_ON_LAYER_EFFECT "spell_cone_cast_effect"
// Touch spells
/// Sent from /datum/action/cooldown/spell/touch/do_hand_hit: (atom/hit, mob/living/carbon/caster, obj/item/melee/touch_attack/hand)
#define COMSIG_SPELL_TOUCH_HAND_HIT "spell_touch_hand_cast"
/// Sent from /datum/action/cooldown/spell/touch/cast: (mob/living/carbon/cast_on)
#define COMSIG_TOUCH_HANDLESS_CAST "spell_touch_handless_cast"
/// Return this to prevent the hand spawning/unspawning
#define COMPONENT_CAST_HANDLESS (1<<0)
// Jaunt Spells
/// Sent from datum/action/cooldown/spell/jaunt/before_cast, before the mob enters jaunting as a pre-check: (datum/action/cooldown/spell/spell)
#define COMSIG_MOB_PRE_JAUNT "spell_mob_pre_jaunt"
#define COMPONENT_BLOCK_JAUNT (1<<0)
/// Sent from datum/action/cooldown/spell/jaunt/enter_jaunt, to the mob jaunting: (obj/effect/dummy/phased_mob/jaunt, datum/action/cooldown/spell/spell)
#define COMSIG_MOB_ENTER_JAUNT "spell_mob_enter_jaunt"
/// Set from /obj/effect/dummy/phased_mob after the mob is ejected from its contents: (obj/effect/dummy/phased_mob/jaunt, mob/living/unjaunter)
#define COMSIG_MOB_EJECTED_FROM_JAUNT "spell_mob_eject_jaunt"
/// Sent from datum/action/cooldown/spell/jaunt/exit_jaunt, after the mob exited jaunt: (datum/action/cooldown/spell/spell)
#define COMSIG_MOB_AFTER_EXIT_JAUNT "spell_mob_after_exit_jaunt"
/// 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)
#define COMSIG_MOB_PHASED_CHECK "mob_phased_check"
/// Return this to cancel the phased move
#define COMPONENT_BLOCK_PHASED_MOVE (1 << 0)
/// Sent from/datum/action/cooldown/spell/jaunt/bloodcrawl/slaughter_demon/try_enter_jaunt,
/// to any unconscious / critical mobs being dragged when the jaunter enters blood:
/// (datum/action/cooldown/spell/jaunt/bloodcrawl/crawl, mob/living/jaunter, obj/effect/decal/cleanable/blood)
#define COMSIG_LIVING_BLOOD_CRAWL_PRE_CONSUMED "living_pre_consumed_by_bloodcrawl"
/// Sent from/datum/action/cooldown/spell/jaunt/bloodcrawl/slaughter_demon/consume_victim,
/// to the victim being consumed by the slaughter demon.
/// (datum/action/cooldown/spell/jaunt/bloodcrawl/crawl, mob/living/jaunter)
#define COMSIG_LIVING_BLOOD_CRAWL_CONSUMED "living_consumed_by_bloodcrawl"
/// Return at any point to stop the bloodcrawl "consume" process from continuing.
#define COMPONENT_STOP_CONSUMPTION (1 << 0)
// Signals for specific spells
// Lichdom
/// Sent from /datum/action/cooldown/spell/lichdom/cast(), to the item being imbued: (datum/action/cooldown/spell/spell, mob/user)
#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul"
/// Return to stop the cast and prevent the soul imbue
#define COMPONENT_BLOCK_IMBUE (1 << 0)
/// 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)
#define COMSIG_ATOM_MAGICALLY_UNLOCKED "atom_magic_unlock"
// Instant Summons
/// Sent from /datum/action/cooldown/spell/summonitem/cast(), to the item being marked for recall: (datum/action/cooldown/spell/spell, mob/user)
#define COMSIG_ITEM_MARK_RETRIEVAL "item_mark_retrieval"
/// Return to stop the cast and prevent the item from being marked
#define COMPONENT_BLOCK_MARK_RETRIEVAL (1 << 0)
///When an object is retrieved by a magic recall spell. This will apply to all containers, mobs, etc. that are pulled by the spell.
#define COMSIG_MAGIC_RECALL "magic_recall"
// Charge
/// Sent from /datum/action/cooldown/spell/charge/cast(), to the item in hand being charged: (datum/action/cooldown/spell/spell, mob/user)
#define COMSIG_ITEM_MAGICALLY_CHARGED "item_magic_charged"
/// Return if an item was successful recharged
#define COMPONENT_ITEM_CHARGED (1 << 0)
/// Return if the item had a negative side effect occur while recharging
#define COMPONENT_ITEM_BURNT_OUT (1 << 1)