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## About The Pull Request Closes #86864 Added a policy message and associated config i think to when a heretic is soultrapped, allowing headmins to ~~ruin my feature~~ decide how they're allowed to act. Haunted longswords can be, and start, binded. Binded swords are weaker than usual, being basically just talking cultist longswords. You can, however, unbind them, which will heavily buff their stats, unlock their powers, allow you use of a heretic's path spell, and let them attempt to fling around and cast spells. Reduced its throwing damage, turning it from a 3-hit-crit to a 4-hit-crit. Binding and unbinding needs a bible, a ritual dagger, or an amber focus, depending on what role you are. Added type_english_list() which recieves a list of types and returns 'an x, a y, and a z' strings. ## Why It's Good For The Game > Added a policy message and associated config i think to when a heretic is soultrapped, allowing headmins to ~~ruin my feature~~ decide how they're allowed to act. Policy messages are required for new antags and a good idea besides. This slipped under the radar because of being bundled with a separate PR and the muddiness of it being 'new', but it's here now. > Haunted longswords can be, and start, binded. Binded swords are weaker than usual, being basically just talking cultist longswords. You can, however, unbind them, which will heavily buff their stats, unlock their powers, allow you use of a heretic's path spell, and let them attempt to fling around and cast spells. There's been some problems caused by an unfortunate lack of visibility on how the new sword is not necessarily your ally and may even immediately attempt retaliation, for, you know, being killed and sacrificed. To fix this, I've added a binding feature to it. The sword starts bound, but is fairly underwhelming in this state. It's suggested to talk to its wielders and tempt them into unbinding it, done by an UI button, which will allow it to use its spells and possibly backstab them, or help them in battle. > Reduced its throwing damage, turning it from a 3-hit-crit to a 4-hit-crit. The attacks were dealing too much damage, surprising hapless people being hit by random flying swords, who didn't react until it was too late. This feature is still fucking awesome, and I spent some time wracking my brain on how to fix the given issues, and came up with this system which mantains and enhances the 'forbidden cursed sword' trope aspects of it while also stopping it from being as much of a noob trap as it used to be, Neutral antagonists that can help any side are cool and fun.