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[MIRROR] Unapologetic Ethereal Electricitycreep Buff PR Vol. 1 #2744

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merged 1 commit into from
Apr 5, 2024

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Original PR: NovaSector/NovaSector#1179

About The Pull Request

What the fuck was that title?
Glad you asked.

How's it going.
For awhile, I've been dissatisfied with ethereals, and that dissatisfaction has come to a head due to recent involvement with their lore. Granted, I kind of want to rework all the species to be less ass, but here we are with this one.

First of all, I've changed how Ethereals respond to shocks. It essentially fakes a shock, so you still get the sparks and the whimsy and a frame of seeing the Ethereal's bones, but it doesn't actually do any damage. This does give you a flat 25 electricity (note, you start the round with like 1900 something.)
image

Second, I've made full charge not do toxin damage. It already gives you a moodlet debuff and it's something that you can't quickly get rid of because even the crystallization doesn't fix it, and you can't shunt energy into a full APC, you gotta find a miraculously empty one. Our Engineers are too good for you to easily find one anyhow.
However, being overcharged still does this toxin damage.

Third, I've slightly unfucked APC and light tube and cell charging; they're all now guaranteed to be whiles instead of normal do_afters, so in layethereal's terms it loops. Like synths do. There's also more feedback for wtf is going on.
image

Fourth, due to our lore setting them up as extremophiles, I made their lungs experience less cold. They're normally at a body temperature of like 150F, so I figure this is fine. The damage numbers haven't changed, just the threshholds.

Lastly, the thing you came here for.
I removed the permanent traumas that their revive crystal gives and made them surgical resistance instead.
image

I genuinely do not think there's anything about this feature that was good or positive for our three hour rounds and even making them normally fixable would be pretty tedious on top of everything else tedious about them.

I will remind viewers that it's entirely possible to halt the resurrection process even before it begins just by whapping the corpse with enough brute damage, or just by hitting the crystal itself, or by disarming it! This makes it so that the Ethereal literally cannot revive again without help until their next incarnation.

I am willing to replace the permanent traumas with vulnerable_to_damage like the subdermal splints, but I don't really think we gotta? It makes it so that you get like, damn near weeping avulsions with two hits of practically any knife, even razor claws. I have walanced it so that you can only do this every five minutes, tho.

How This Contributes To The Nova Sector Roleplay Experience

I don't think /tg/ race balance fits us anymore.
I am genuinely questioning why, for example.
You're an Ethereal. You decide to charge yourself. You accidentally charge yourself a bit too much. You experience a mood debuff and toxin damage. You decide to charge a little more. You take a massive moodlet debuff and toxin damage, and every so often you shoot out a tesla bolt that doesn't even do that much damage, then every time you do that there's a 10% chance you catch a cardiac disease. Literally why?

On top of that, it's just thematically weird that shocks actually damage them. Their whole fucking gimmick is electricity! Let them have it!

Proof of Testing

Screenshots/Videos In the desc, OP.

Changelog

🆑 Nerev4r
qol: Ethereals now loop all their charging, whether from APCs or lights or cells. As well as charging up APCs from their own supply!
qol: More indepth feedback messaging for Ethereals charging, so you know what's going on easier.
balance: Ethereals are now 'insulated,' and no longer take permanent traumas from reviving.
balance: Ethereals are also now better against the cold, and no longer take toxin damage from the second highest level of charge.
/:cl:

* this is not the greatest pr in the world (this is just a tribute)

* walance

* Apply suggestions from code review

Co-authored-by: SomeRandomOwl <[email protected]>

* wew

* yeah

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* wigging out rn

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* far more shocking than anything i ever knew

* documentation and one other thing

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Update light.dm

* Update apc_attack.dm

* Update apc_attack.dm

* Update apc_attack.dm

* we're gonna try this instead

* let's try this instead

---------

Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: Bloop <[email protected]>
@Iajret Iajret merged commit bbbc7e2 into master Apr 5, 2024
26 checks passed
@Iajret Iajret deleted the upstream-mirror-1179 branch April 5, 2024 13:28
AnywayFarus added a commit that referenced this pull request Apr 5, 2024
Iajret pushed a commit that referenced this pull request May 30, 2024
* Fixed clip on tie screentips (#83398)

## About The Pull Request
Noticed in a related issue

Clip ons get their screentips back

![image](https://github.com/tgstation/tgstation/assets/42397676/c56bacdb-e07b-493f-89d7-61d188d5f0cb)
## Why It's Good For The Game
Fixes #83359

Looks like a regression caused clip on neck ties to not get screentips
even though they had context for them with <kbd>alt</kbd><kbd>RMB</kbd>
## Changelog
:cl:
fix: Fixed screentips not appearing on clip on neckties
/:cl:

---------

Co-authored-by: Sadboysuss <[email protected]>

* Fixed clip on tie screentips

---------

Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: Sadboysuss <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants