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Refactors several changeling abilities to status effects and ports "Darkness Adaptation" #3839
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ThePooba
merged 26 commits into
Monkestation:master
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RikuTheKillerSS13Forks:adrenaline_sacs
Oct 23, 2024
Merged
Refactors several changeling abilities to status effects and ports "Darkness Adaptation" #3839
ThePooba
merged 26 commits into
Monkestation:master
from
RikuTheKillerSS13Forks:adrenaline_sacs
Oct 23, 2024
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RikuTheKiller
changed the title
Fixes and buffs changeling adrenaline sacs
Refactors several changeling abilities to status effects and ports Darkness Adaptation
Oct 18, 2024
RikuTheKiller
changed the title
Refactors several changeling abilities to status effects and ports Darkness Adaptation
Refactors several changeling abilities to status effects and ports "Darkness Adaptation"
Oct 18, 2024
This was referenced Oct 23, 2024
This was referenced Oct 23, 2024
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About The Pull Request
Ports #81373
THIS PR IS TESTED
THIS PR IS AN IDED (3x, I lost to stuns 3 times in the SAME FUCKING ROUND.)
Changeling adrenaline sacs have been broken for a long, long time.
Not anymore! This PR fixes them. It's not a perfect counter, but it works.
It also brings up the coding standards a bit and lowers the chem cost to 20.
It also now makes you get up instantly when you press the button.
No do_after, no waiting for a life tick, nothing. You just get up.
It also makes you immune to the slowdown from exhaustion. (not the no-sprint or other effects)
Also, it's a status effect and has a duration display now.
Additionally, this PR refactors strained muscles entirely.
The stamina drain downside is significant again and works properly.
Accumulation is now handled via delta time, so lag won't save you from the downsides either.
The stamina adjustment still uses seconds_per_tick because so do all the others.
It's also a status effect now.
And the final ability to get a full refactor is Anatomic Panacea.
It now consistently applies all of it's previous effects and doesn't use reagents.
This also means it doesn't purge itself like it did before. Ling shitcode is fun, isn't it?
It also got the status effect treatment.
Biodegrade gets a chem cost reduction from 30 to 20.
Lesser form is basically just biodegrade except you can ventcrawl.
But biodegrade has some extra utility of it's own so being equal is fair, I think.
The justification in code for biodegrade is "to avoid spam" so it's just a "we felt like it" kind of balance anyway.
Changeling sting needed a buff because taking 30 units of the stuff gave you 15 units of chems after 5 minutes. Now it gives you 30 units of chems after 2.5 minutes, which is a lot more reasonable.
Lesser form now transfers damage properly and costs 15 down from 20. (it's 5 upstream good lord borbop)
Ported a fix from my ongoing vampire rework PR to stun/paralysis/etc diminishment, it no longer applies to lowering duration, only making it higher.
Less player facing, but makes disorientation not go through TRAIT_CANT_STAMCRIT, because disorient is applied by batons and such and that trait should genuinely make you immune to being fully knocked down by them. (it does not make you immune to exhaustion, though)
Also significantly improves the clarity of a lot of ling ability descriptions.
Finally, refactors everything using an abnormal tick_interval (0 or INFINITY) to use the intended -1 instead. This clears up tick_interval 0 for passing processing straight to tick(), which is how I (personally at least) like to time my effects, and 0.1 and such are just hacky workarounds for the same thing, which I want to put to rest.
Why It's Good For The Game
Spending 30 chemicals, which is practically half of your arsenal and more expensive than an arm blade just to counter 1-2 stuns in a game where stuns are practically everything and have had their power crept up steadily for the last 5 years sucks ass.
Getting up instantly is much, much better since it allows you to time other abilities with your stun removal much easier. Not to mention, changeling has such an overload of abilities that it generally takes a while to pull out adrenaline sacs anyway. I feel like the chemical cost is enough to justify it being instant anyways, given the current state of stun combat.
As for strained muscles, currently you can just turn it on and off on a constant and it's basically just free sprint. You can keep it on for several minutes at a time and refreshing it costs NOTHING. It's absurd. The code behind it is also completely fucked up, so this fixes that too.
Changeling sting is decently hard to acquire without directly asking for it from the bartender (thus risking yourself), and for it to do practically fuckall except make you drunk is just... lame? Like I wasn't even able to tell when I had it in my system, that's how slow the generation was. This buffs the overall rate by 4x and overall amount given by 2x to fix that.
Biodegrade is pretty bad at 30 cost, so this puts that to rest by making it only 20.
Lesser form is no longer an aheal machine so it gets to be FULLY equal to biodegrade including transforming back to a human in regards to chemical cost.
And the bugfix part is obvious enough.
Changelog
🆑
fix: Changeling's "Adrenaline Sacs" ability no longer keeps you borderline stamcrit.
balance: Changeling adrenaline is much better at combatting stuns and it's cost is now 20 chemicals. (down from 30)
refactor: Changeling adrenaline is now a status effect, changeling haste still exists (and works) because it was used somewhere.
balance: Strained muscles now costs 10 chemicals to activate and the downside works properly now.
balance: Strained muscles accumulates via delta time now, so lag won't save you from it.
refactor: Strained muscles is now a status effect.
balance: Biodegrade now costs 20 chemicals down from 30.
balance: Lesser form now costs 15 chemicals down from 20.
fix: Lesser form (and other species changes) carry over limb damage.
balance: Changeling Sting (the drink) is viable to use for chemicals now.
balance: Anatomic panacea is more consistent now via becoming a status effect as well.
add: Adds a new changeling ability, "Darkness Adaptation". Making you more translucent, especially in darkness and allowing you to see slightly better in the dark. (Ghommie)
balance: The changeling power "Chameleon Skin" has been buffed, Reduces the cost to 1 and sped up the time it takes to turn invisible. (Ghommie)
fix: Unlike upstream, "Chameleon Skin" and "Darkness Adaptation", while still overriding each other, don't break if you turn off chameleon skin while in darkness adaptation. (i.e. it'll turn you translucent again)
fix: Paralysis, stun, etc. diminishment no longer applies to decreasing their duration.
spellcheck: A lot of changeling ability descriptions are better now. I didn't go through all of them, but some of the durations are directly mentioned rather than just "short" or "long" with no reference point as to what that means.
/:cl: