Files
Bubberstation/code/modules/spells
MrMelbert bc90ded5b8 Buffs Heretic Curses, Living Heart, Leeching Walk, and technically Entropic Plume by fixing some bugs (#69181)
About The Pull Request

    Heretic curses have been buffed / reworked.
        Curses can be cast on any crewmember, not just those who you have fingerprints to.
        Having an item present in the ritual that contains fingerprints OR blood dna of a crewmember who you are cursing will boost the curse, causing it to last longer (and be stronger? Still undecided, but there's support for it)
        Curses have a max range (64 by default) and don't work on people on a different z-level (Do not BTFO miners so easily)
        Corrosion curse's numbers have been tweaked due to this, and it can no longer cause vital organ failure

    Living Heart has been buffed
        Cooldown cut in half, and it provides a bit more thorough instructions
        Closes 

    Living heart targets who are located in non-turf locs and are off z-level will show as on the same z #67256

Leeching Walk has been buffed

    Rust will also restore lost blood.

Technically buffs Entropic Plume by fixing some bugs

    "Cloudstruck" has always meant to blind, but they used the wrong method, so I fixed that.
    Also it was meant to inject multiple units of poison, but used "min" instead of "max" so it always did the lowest.
    I also fixed the stink cloud lasting forever on people.
    Amok also makes people holding guns to shoot people further away.

Closes

    Admin healing removes heretic living heart #69167 while I'm here

Why It's Good For The Game

    Heretic curses have pretty much always been bad, getting fingerprints is damn near impossible considering everyone uses gloves. Not only that but their requirements were very high. This should hopefully bring curses to the limelight, as they can be applied to any potential targets. It also rewards heretics who go out of their way to collect fingerprints and blood samples with even stronger curses.

    The Living Heart was often hard to pinpoint people exactly, partially cause of an oversight. I improved the text to be clearer about potential locations of your targets.

    Leeching Walk's healing was nice, but blood wounds were still a major threat. Some blood restoration should help.

    Entropic Plume I think has never worked correctly, so that was a bummer. Fixes that.

Changelog

cl Melbert
balance: Heretic: Curses have been reworked. You can now curse any member of the crew, granted they're not too far away. If you additionally provide an item in the ritual containing a sample of the target's blood or fingerprints, the curse's duration will be increased and have its range uncapped.
balance: Heretic: The Curse of Corrosion has been nerfed slightly due to this rework, and can no longer cause vital organs to fail.
balance: Heretic: The Living Heart should now provide better directions, and had its cooldown halved to 4 seconds.
balance: Heretic: Leeching Walk (rust healing) now restores lost blood.
balance: Heretic: If you apply Amok (Entropic Plume) to someone holding a gun, they'll try to shoot it at people nearby.
fix: Entropic Plume's effect now blinds, as it should.
fix: Entropic Plume no longer sometimes applies the stink effect forever.
fix: Entropic Plume no longer always applies the lowest amount of poison, and properly scales on distance.
fix: Fixed an exploit which allowed people to figure out if a Heretic's heart was a previously a Living Heart after being removed.
fix: If a heretic is fully healed by something (such as ahealed), they'll not lose their living heart
/cl
2022-09-02 09:47:25 +12:00
..