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Ghost buffers (#5814)
* Made all 3 immune to melee (modify corporealspirit and spirit damageModifierSet), moved skia and wisp to bulletproof layer, removed rev ability to emag borgs * add jaunt to skia * give reveneant melee 4 damage every 3 seconds in very close range * make salt packets spillable, make silver sword reveal for 5 seconds, make radiant sword reveal for 10, make bible reveal for 30 * wisp will escape being grabbed * formatting, typo * skia slight slight invis for flavor * unable to emag open lockers, generally tweaked actions to be cheaper. Increased radius and chance of defile, made animate last only 10 seconds * change action text to be accurate to costs * add reveal component to baseorganic species, change to resistances and skia layer * video immediately out of date * Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/swords.yml Signed-off-by: pathetic meowmeow <uhhadd@gmail.com> * unmangle --------- Signed-off-by: pathetic meowmeow <uhhadd@gmail.com> Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
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pathetic meowmeow
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cdc66f87f5
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@@ -57,7 +57,7 @@ public sealed partial class RevenantComponent : Component
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/// through harvesting player souls.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxEssence")]
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public FixedPoint2 EssenceRegenCap = 75;
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public FixedPoint2 EssenceRegenCap = 100; // DeltaV changed from 75 to 100
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/// <summary>
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/// The coefficient of damage taken to actual health lost.
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@@ -69,7 +69,7 @@ public sealed partial class RevenantComponent : Component
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/// The amount of essence passively generated per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("essencePerSecond")]
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public FixedPoint2 EssencePerSecond = 0.5f;
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public FixedPoint2 EssencePerSecond = 1.0f; // DeltaV increased from 0.5 to 1
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[ViewVariables]
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public float Accumulator = 0;
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@@ -110,7 +110,7 @@ public sealed partial class RevenantComponent : Component
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public Vector2 HauntDebuffs = new(3, 8);
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[DataField("hauntStolenEssencePerWitness"), ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 HauntStolenEssencePerWitness = 2.5;
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public FixedPoint2 HauntStolenEssencePerWitness = 5; // DeltaV changed from 2.5 to 5
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[DataField("hauntEssenceRegenPerWitness"), ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 HauntEssenceRegenPerWitness = 0.5;
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@@ -134,7 +134,7 @@ public sealed partial class RevenantComponent : Component
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/// The amount of essence that is needed to use the ability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("defileCost")]
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public FixedPoint2 DefileCost = 30;
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public FixedPoint2 DefileCost = 20; // DeltaV - reduced cost from 30 to 20
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/// <summary>
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/// The status effects applied after the ability
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@@ -148,7 +148,7 @@ public sealed partial class RevenantComponent : Component
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/// The radius around the user that this ability affects
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("defileRadius")]
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public float DefileRadius = 3.5f;
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public float DefileRadius = 4f; //DeltaV - increased from 3.5 to 4
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/// <summary>
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/// The amount of tiles that are uprooted by the ability
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@@ -161,7 +161,7 @@ public sealed partial class RevenantComponent : Component
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/// happen to it.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("defileEffectChance")]
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public float DefileEffectChance = 0.5f;
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public float DefileEffectChance = 0.6f; //DeltaV - increased from 0.5 to 0.6
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#endregion
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#region Overload Lights Ability
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@@ -261,13 +261,13 @@ public sealed partial class RevenantComponent : Component
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#region Animate
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public FixedPoint2 AnimateCost = 50;
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public FixedPoint2 AnimateCost = 40; //DeltaV - reduced from 50 to 40
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/// <summary>
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/// How long an item should be animated for
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public TimeSpan AnimateTime = TimeSpan.FromSeconds(15);
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public TimeSpan AnimateTime = TimeSpan.FromSeconds(10); // DeltaV - reduced from 15 to 10
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public Vector2 AnimateDebuffs = new(3, 8);
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@@ -282,7 +282,7 @@ public sealed partial class RevenantComponent : Component
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public float AnimateSprintSpeed = DefaultAnimateSprintSpeed;
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool AnimateCanBoltGuns = false;
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public bool AnimateCanBoltGuns = true; // DeltavV - made true
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#endregion
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// End Imp Changes
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