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[MIRROR] Cleans up signal use in bitrunning #420

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Nov 3, 2023
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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#24738
Original PR: tgstation/tgstation#79426

About The Pull Request

Atomized #78997
Broke up duplicate signal usage - though they do the same thing, this is convention & it makes it easier to debug
Removed custom alert subtypes in favor of just setting values directly
Removed some unnecessary vars like the console ref from the server
Since I'm just copying this over, it has added exam text for net pods, which fixes an issue reported to me in Discord

Why It's Good For The Game

Code improvement

Changelog

🆑 jlsnow301
add: Added some clarity to the range of netpods (4 tiles) in their exam text.
/:cl:

…4738)

* Cleans up signal use in bitrunning [NO GBP]

* Update avatar_connection.dm

---------

Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: Bloop <[email protected]>
@ReezeBL ReezeBL merged commit 662f450 into master Nov 3, 2023
24 checks passed
@ReezeBL ReezeBL deleted the upstream-mirror-24738 branch November 3, 2023 06:56
AnywayFarus added a commit that referenced this pull request Nov 3, 2023
Iajret pushed a commit that referenced this pull request Jan 11, 2024
)

* Nightmare's Light Eater Gets "Critical Hits" (See Inside) (#80670)

## About The Pull Request

This PR adds a new mechanic for Nightmare, which I've dubbed "critical
strikes". If Nightmare stays in jaunt for 15 seconds, its light eater
will get a red glow in the inventory, along with a balloon alert which
says, "critical strike ready". Visually, it looks like this:

![image](https://github.com/tgstation/tgstation/assets/47086570/1510e98b-9a8c-41e6-8575-ef8826be198a)
If Nightmare hits a mob with the light eater in this state, one of four
things will happen:

- If its a carbon that isn't a hulk, the carbon will be stunned for 1
second, dropping their items in the process
- If its a cyborg, the cyborg will be stunned for 2 seconds (twice the
health, twice the fear factor required)
- If its a simple/basic mob or a hulk, the mob will take double damage
from the strike (50 as opposed to 25)
- If the target is dead, you'll note how you wasted the critical strike,
but had fun doing it

While the stun itself is not very long, it will cause crew to drop their
held items and be unable to act for a short duration, which should be
useful for ambushing lone wolves and causing more prepared crew to have
to scramble to get their gear off the floor when caught.

If the Nightmare uses the critical strike, it will go away and require
Nightmare to stay in jaunt for 15 more seconds in order to regain it.
Manifesting while your critical strike is recharging will also stop and
reset the timer.

## Why It's Good For The Game

Nightmare is simple, gory fun, and there's nothing wrong with that.
However, Nightmare performs poorly in any scenario where someone has
some basic gear, since it lacks the ability to use stun batons, has no
armor, and has no stun resistance itself, which means how much a
Nightmare can actually do tends to be very little. While some buff
proposals seek to add complexity to playing the role, I think this one
is clean and simple to use while effectively buffing their proficiency
in 1v1 combat (perfect for an ambush playstyle), giving players a reason
to be afraid of going up against or getting caught out by the Nightmare
alone.

## Changelog
:cl:
balance: Nightmare's Light Eater can now stun targets under certain
conditions.
/:cl:

* Nightmare's Light Eater Gets "Critical Hits" (See Inside)

---------

Co-authored-by: IndieanaJones <[email protected]>
Co-authored-by: NovaBot <[email protected]>
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3 participants