mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 15:47:26 +00:00
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>
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@@ -22,6 +22,7 @@ using Content.Shared.StatusEffect;
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using Content.Shared.Store.Components;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events; // DeltaV
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Prototypes;
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@@ -64,6 +65,7 @@ public sealed partial class RevenantSystem : EntitySystem
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SubscribeLocalEvent<RevenantComponent, StatusEffectAddedEvent>(OnStatusAdded);
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SubscribeLocalEvent<RevenantComponent, StatusEffectEndedEvent>(OnStatusEnded);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(_ => MakeVisible(true));
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SubscribeLocalEvent<RevenantComponent, MeleeAttackEvent>(OnMeleeAttack); // DeltaV
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SubscribeLocalEvent<RevenantComponent, GetVisMaskEvent>(OnRevenantGetVis);
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@@ -131,6 +133,14 @@ public sealed partial class RevenantSystem : EntitySystem
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ChangeEssenceAmount(uid, essenceDamage, component);
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}
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/// <summary>
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/// DeltaV - No more attack spam and remaining invisible
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/// </summary>
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private void OnMeleeAttack(Entity<RevenantComponent> ent, ref MeleeAttackEvent args)
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{
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_statusEffects.TryAddStatusEffect<CorporealComponent>(ent, "Corporeal", ent.Comp.MeleeRevealTime, false);
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}
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public bool ChangeEssenceAmount(EntityUid uid, FixedPoint2 amount, RevenantComponent? component = null, bool allowDeath = true, bool regenCap = false)
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{
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if (!Resolve(uid, ref component))
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@@ -300,4 +300,12 @@ public sealed partial class RevenantComponent : Component
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public string HarvestingState = "harvesting";
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#endregion
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[DataField] public EntityUid? HauntAction; // Imp
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#region Melee
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/// <summary>
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/// DeltaV - The amount of time a rev is revealed after making a melee attack.
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/// </summary>
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[DataField]
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public TimeSpan MeleeRevealTime = TimeSpan.FromSeconds(2);
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#endregion
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}
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@@ -87,6 +87,7 @@
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params:
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volume: 5
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priority: -12
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useDelay: 5 # DeltaV - small cooldown
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- type: TargetAction
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checkCanAccess: false
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range: 0
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@@ -163,7 +163,7 @@
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- type: LimitedCharges
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maxCharges: 3
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- type: AutoRecharge
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rechargeDuration: 20
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rechargeDuration: 30 # DeltaV - was 20
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- type: Clothing
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sprite: Objects/Weapons/Melee/energykatana.rsi
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slots:
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@@ -84,20 +84,20 @@
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lightThreshold: 0.7
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darkDamage:
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types:
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Blunt: -5
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Piercing: -5
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Slash: -5
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Heat: -5
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Poison: -5
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Asphyxiation: -2.5
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Bloodloss: -2.5
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Cellular: -5
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Blunt: -2
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Piercing: -2
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Slash: -2
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Heat: -2
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Poison: -2
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Asphyxiation: -2
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Bloodloss: -2
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Cellular: -2
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Soul: -1
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lightDamage:
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types:
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Blunt: 1.5
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Piercing: 1.5
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Slash: 1.5
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Blunt: 2
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Piercing: 2
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Slash: 2
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healWhenDead: true
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darkMovementSpeedMultiplier: 1.25
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lightMovementSpeedMultiplier: 1.0
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