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Makes Resin Salve only go on CD after successful activations, not att…
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…empted ones (#7301)

# About the pull request

#6847 introduced a cooldown to the healer drone's salve ability.
Specifically, it was set to apply on an attempted activation of the
ability, not just on a successful activation of it.

This has made the usage of the ability, and thus healer in general, feel
more clunky. It's not an ability like warrior's lunge where the way the
cooldown is applied has considerable balancing concerns, so this moves
the cooldown to successful activations only.

Also removes the notification for the resin salve cooldown expiring.
It's a 0.5 second cooldown, it doesn't need a notification.

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# Explain why it's good for the game

QoL. Makes the main ability of the healer caste feel less clunky and
overall nicer to use.
Considering that the old version of this ability didn't even have a
cooldown, I don't see this affecting balance in any meaningful way.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

https://streamable.com/wuyf3t

</details>


# Changelog
:cl:
qol: Makes Resin Salve only go on CD after successful activations, not
attempted ones
qol: Removes the chat notification for Resin Salve going off CD (it's a
0.5 second CD)
/:cl:
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Tyranicranger4 authored Dec 16, 2024
1 parent 99a548e commit 70ba020
Showing 1 changed file with 3 additions and 1 deletion.
Original file line number Diff line number Diff line change
Expand Up @@ -60,11 +60,11 @@
xeno_cooldown = 0.5 SECONDS

/datum/action/xeno_action/activable/apply_salve/use_ability(atom/target_atom)
no_cooldown_msg = TRUE
if(!action_cooldown_check())
return
var/mob/living/carbon/xenomorph/xeno = owner
xeno.xeno_apply_salve(target_atom, health_transfer_amount, max_range, damage_taken_mod)
apply_cooldown()
return ..()

/datum/action/xeno_action/verb/verb_apply_salve()
Expand Down Expand Up @@ -123,6 +123,8 @@
if(target_is_healer)
damage_taken_mod = 1

for(var/datum/action/xeno_action/activable/apply_salve/source_action in actions)
source_action.apply_cooldown()
face_atom(target_xeno)
adjustBruteLoss(amount * damage_taken_mod)
use_plasma(amount * 2)
Expand Down

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