Small Midround Antag Balance Pass (#6410)

* Nerfed skia regen.

* Nerfed ninja dash

* Fix ninja agent id

* Skia tweak

* Add reveal to rev attack

* Apply suggestion from @ShepardToTheStars

Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>

---------

Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
This commit is contained in:
Vanessa
2026-08-26 10:34:48 +02:00
committed by GitHub
parent 680092719f
commit 92ba9edeee
5 changed files with 31 additions and 12 deletions
@@ -22,6 +22,7 @@ using Content.Shared.StatusEffect;
using Content.Shared.Store.Components;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Content.Shared.Weapons.Melee.Events; // DeltaV
using Robust.Server.GameObjects;
using Robust.Shared.Physics.Components;
using Robust.Shared.Prototypes;
@@ -64,6 +65,7 @@ public sealed partial class RevenantSystem : EntitySystem
SubscribeLocalEvent<RevenantComponent, StatusEffectAddedEvent>(OnStatusAdded);
SubscribeLocalEvent<RevenantComponent, StatusEffectEndedEvent>(OnStatusEnded);
SubscribeLocalEvent<RoundEndTextAppendEvent>(_ => MakeVisible(true));
SubscribeLocalEvent<RevenantComponent, MeleeAttackEvent>(OnMeleeAttack); // DeltaV
SubscribeLocalEvent<RevenantComponent, GetVisMaskEvent>(OnRevenantGetVis);
@@ -131,6 +133,14 @@ public sealed partial class RevenantSystem : EntitySystem
ChangeEssenceAmount(uid, essenceDamage, component);
}
/// <summary>
/// DeltaV - No more attack spam and remaining invisible
/// </summary>
private void OnMeleeAttack(Entity<RevenantComponent> ent, ref MeleeAttackEvent args)
{
_statusEffects.TryAddStatusEffect<CorporealComponent>(ent, "Corporeal", ent.Comp.MeleeRevealTime, false);
}
public bool ChangeEssenceAmount(EntityUid uid, FixedPoint2 amount, RevenantComponent? component = null, bool allowDeath = true, bool regenCap = false)
{
if (!Resolve(uid, ref component))
@@ -300,4 +300,12 @@ public sealed partial class RevenantComponent : Component
public string HarvestingState = "harvesting";
#endregion
[DataField] public EntityUid? HauntAction; // Imp
#region Melee
/// <summary>
/// DeltaV - The amount of time a rev is revealed after making a melee attack.
/// </summary>
[DataField]
public TimeSpan MeleeRevealTime = TimeSpan.FromSeconds(2);
#endregion
}
+1
View File
@@ -87,6 +87,7 @@
params:
volume: 5
priority: -12
useDelay: 5 # DeltaV - small cooldown
- type: TargetAction
checkCanAccess: false
range: 0
@@ -163,7 +163,7 @@
- type: LimitedCharges
maxCharges: 3
- type: AutoRecharge
rechargeDuration: 20
rechargeDuration: 30 # DeltaV - was 20
- type: Clothing
sprite: Objects/Weapons/Melee/energykatana.rsi
slots:
@@ -84,20 +84,20 @@
lightThreshold: 0.7
darkDamage:
types:
Blunt: -5
Piercing: -5
Slash: -5
Heat: -5
Poison: -5
Asphyxiation: -2.5
Bloodloss: -2.5
Cellular: -5
Blunt: -2
Piercing: -2
Slash: -2
Heat: -2
Poison: -2
Asphyxiation: -2
Bloodloss: -2
Cellular: -2
Soul: -1
lightDamage:
types:
Blunt: 1.5
Piercing: 1.5
Slash: 1.5
Blunt: 2
Piercing: 2
Slash: 2
healWhenDead: true
darkMovementSpeedMultiplier: 1.25
lightMovementSpeedMultiplier: 1.0