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Bubberstation/code/modules/movespeed/modifiers/mobs.dm
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GhomandGitHub cffe5ffc33 Mixed bag of fishing adjustments. (#87201)
## About The Pull Request
This more or less ties with my previous PR where I fix some of the
issues I've seen with fishing, because both are the result of some live
playtesting in which I assessed some flaws and nits. So, let's get
started:

Lowered the number of fish to scan for each fish scanning experiment:
This is the most time-gating feature of fishing. As a scientist you're
usually better off doing anything else than this anyway, which is
understandable, but for whoever else that plans to get some nice ocean
fish, this is going to be a huge bummer. From 4, 8, 14, 21 to 3, 7, 11,
17.

Switched the ocean and chasm portal setting: Right now, the ocean portal
has the largest amount of catchable creatures, which can also help
progress the experiments, while the chasm setting only has two and is
only mildly useful for chasm chrabs --> lobstrosities (which suffer a
bit from not having a good enough AI right now). I hope I'll have the
time to add some late fishes to the chasm setting at some point.

Added a premapped fishing portal generator to the common service room of
every map: It takes quite some time to setup fishing. Making a fishing
portal is by far what I consider to be the most tedious part. Also Wawa
and Birdshot were also missing the aquarium kit. On a side-note I
realized some days ago that service jobs receive very good discounts on
the fishing items sold by the good clean vendor.

Added the fish puns speech modifier to fish-infused gills: I forgot to
do it when I made the PR. Shrimple as that.

Mild fish infusion tweaks: Lowered the crawling speed very sightly, but
buffed showers and water healing slightly. Drinking water now wets you
by about 1/4 of what splashing it would do.

Buffed fishing difficulty modifiers for items and chairs a little: For
the time and credits invested, buying a carp costume or whatever to be
slightly better at fishing doesn't seem that profitable, and I reckon I
was being a bit conservative with the values. Fishing is a considerable
time investment already, especially in the initial stage with the setup.
Also idk why sunglasses and thermals buff fishing while fish are
technically cold-blooded creatures so I removed the comp from them.

Added fishing rods and fish cases designs to cargo and science lathes:
Other base fishing designs are shared between the three departments,
while these two are only available for service (and autolathes
obviously).

Fishing skill now affects completion gain and not only completion loss:
Fishing as a feature has a slower pace than most things in the game. It
feels right that by the time you reach about legendary level, you get to
complete the minigame a bit faster.

## Why It's Good For The Game
To put it briefly, the feature feels right as a casual experience,
however time is very much against you and getting something done takes
some effort (especially on tram, where moving to and fro' departments is
almost like playing froggers at times)

## Changelog

🆑
map: Added a premapped fishing portal generator to every map.
balance: Lowered the requirements for fish scanning experiment. Swapped
the rewards of the second and third experiments.
balance: Buffed fishing difficulty modifiers for several items and
chairs.
balance: Fishing skill now affects completion speed of the minigame more
actively.
balance: Mild fish infusion tweaks. Crawling is a smidge slower, but
healing from showers and drank water is a bit better.
qol: Fishing rods and fish cases can now be printed by cargo and science
lathes.
add: Gills now give the fish puns speech modifier.
/🆑
2024-10-16 20:45:57 -04:00

183 lines
4.7 KiB
Plaintext

/datum/movespeed_modifier/obesity
// large weight slows even if flying and floating
multiplicative_slowdown = 1.5
/datum/movespeed_modifier/monkey_reagent_speedmod
variable = TRUE
/datum/movespeed_modifier/monkey_health_speedmod
variable = TRUE
/datum/movespeed_modifier/monkey_temperature_speedmod
variable = TRUE
/datum/movespeed_modifier/hunger
movetypes = GROUND|FLYING
variable = TRUE
/datum/movespeed_modifier/golem_hunger
variable = TRUE
/datum/movespeed_modifier/slaughter
multiplicative_slowdown = -1
/datum/movespeed_modifier/resonance
multiplicative_slowdown = 0.75
/datum/movespeed_modifier/damage_slowdown
blacklisted_movetypes = FLOATING|FLYING
variable = TRUE
/datum/movespeed_modifier/damage_slowdown_flying
movetypes = FLYING
variable = TRUE
/// Movespeed modifier applied by worn equipment.
/datum/movespeed_modifier/equipment_speedmod
variable = TRUE
blacklisted_movetypes = FLOATING
/// Movespeed modifier applied by immutably slow worn equipment. Should never be ignored, because that's the point.
/datum/movespeed_modifier/equipment_speedmod/immutable
/datum/movespeed_modifier/grab_slowdown
id = MOVESPEED_ID_MOB_GRAB_STATE
blacklisted_movetypes = FLOATING
/datum/movespeed_modifier/grab_slowdown/aggressive
multiplicative_slowdown = 3
/datum/movespeed_modifier/grab_slowdown/neck
multiplicative_slowdown = 6
/datum/movespeed_modifier/grab_slowdown/kill
multiplicative_slowdown = 9
/datum/movespeed_modifier/config_walk_run
multiplicative_slowdown = 1
id = MOVESPEED_ID_MOB_WALK_RUN
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/config_walk_run/proc/sync()
/datum/movespeed_modifier/config_walk_run/walk/sync()
var/mod = CONFIG_GET(number/movedelay/walk_delay)
multiplicative_slowdown = isnum(mod)? mod : initial(multiplicative_slowdown)
/datum/movespeed_modifier/config_walk_run/run/sync()
var/mod = CONFIG_GET(number/movedelay/run_delay)
multiplicative_slowdown = isnum(mod)? mod : initial(multiplicative_slowdown)
/datum/movespeed_modifier/turf_slowdown
movetypes = GROUND
blacklisted_movetypes = (FLYING|FLOATING)
variable = TRUE
/datum/movespeed_modifier/bulky_drag
variable = TRUE
blacklisted_movetypes = FLOATING
/datum/movespeed_modifier/cold
blacklisted_movetypes = FLOATING
variable = TRUE
/datum/movespeed_modifier/staggered
multiplicative_slowdown = STAGGERED_SLOWDOWN_STRENGTH
/datum/movespeed_modifier/human_carry
multiplicative_slowdown = HUMAN_CARRY_SLOWDOWN
blacklisted_movetypes = FLOATING
/datum/movespeed_modifier/limbless
variable = TRUE
movetypes = GROUND
blacklisted_movetypes = FLOATING|FLYING
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/simplemob_varspeed
variable = TRUE
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/fast_web
multiplicative_slowdown = 0.2
/datum/movespeed_modifier/young_web
multiplicative_slowdown = 0.5
/datum/movespeed_modifier/spiderling_web
multiplicative_slowdown = 0.7
/datum/movespeed_modifier/average_web
multiplicative_slowdown = 1.2
/datum/movespeed_modifier/below_average_web
multiplicative_slowdown = 2.5
/datum/movespeed_modifier/slow_web
multiplicative_slowdown = 5
/datum/movespeed_modifier/viper_defensive
multiplicative_slowdown = 1.5
/datum/movespeed_modifier/gravity
blacklisted_movetypes = FLOATING
variable = TRUE
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/carbon_softcrit
multiplicative_slowdown = SOFTCRIT_ADD_SLOWDOWN
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/carbon_crawling
multiplicative_slowdown = CRAWLING_ADD_SLOWDOWN
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/mob_config_speedmod
variable = TRUE
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/metabolicboost
multiplicative_slowdown = -1.5
/datum/movespeed_modifier/dragon_rage
multiplicative_slowdown = -0.5
/datum/movespeed_modifier/dragon_depression
multiplicative_slowdown = 5
/datum/movespeed_modifier/morph_disguised
multiplicative_slowdown = -1
/datum/movespeed_modifier/auto_wash
multiplicative_slowdown = 3
/datum/movespeed_modifier/player_spider_modifier
variable = TRUE
/datum/movespeed_modifier/health_scaling_speed_buff
variable = TRUE
/datum/movespeed_modifier/alien_speed
variable = TRUE
/datum/movespeed_modifier/grown_killer_tomato
variable = TRUE
/datum/movespeed_modifier/goliath_mount
multiplicative_slowdown = -26
/datum/movespeed_modifier/settler
multiplicative_slowdown = 0.2
blacklisted_movetypes = FLOATING|FLYING
/datum/movespeed_modifier/basilisk_overheat
multiplicative_slowdown = -18
/datum/movespeed_modifier/magic_ties
multiplicative_slowdown = 0.5
///speed bonus given by the fish tail organ when inside water.
/datum/movespeed_modifier/fish_on_water
blacklisted_movetypes = MOVETYPES_NOT_TOUCHING_GROUND
multiplicative_slowdown = - /turf/open/water::slowdown