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Shadow sect rework part 1/2 #12161
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Shadow sect rework part 1/2 #12161
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…er clarity of code
For a record, this is already fully functional and ready to merge. I'm in the process of making part 2 but since it introduces a lot of things with may or may not be accepted, it will be completely separate pr. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Change obelisk healing into a status effect datum (=buff)
obelisk process() should give that healing buff with 2s duration
the buff should heal them only they are in the darkness and are a shadow entity
My obelisc dont heal, pieriot. They give night vision. Aplying night vision this way doesnt work for continus aplication for the same reson my previus try didnt |
This is change request for a feature with doesn't exist, to fix problem with already been fixed, with even proposed solution being much more complicated/less efficient then using existing system. I feel like dragon didn't read my PR or code. |
I was about to sleep, and I saw process() proc is in obelisk, just assumed healing still exists. lol |
About The Pull Request
A remake of shadow sect with is not antagonistic in nature.
4 rituals:
Summon obelisk - makes a obelisk with generates favour while anchored to the ground and in darkness. Cost 100 + 100 per every live obelisk. You cant anchorn them in 5 tile radius from each other, to prevent people stacking them in one room. They are somewhat tanki taking 20 hits from welder to destroy.
Expand shadows - increases radius and power of darkness coming from obelisks. There is a limit of 15 tiles. Do to a quirk of how darkness works, any crew accessible light source will still light the darkness no mater the level, but fixed lights will not. Cost 200 + 200 per expansion done
Shadow person conversion - self explainable, converts people into shadow people, night vision and heal in darkness at a cost of light hurting. Cost is 1200.
Night vision aura - part of de antagonising the sect. All people inside darkness radius of obelisks are given night vision. Also applies to simple mobs and borgs. Further uses will toggle it off and on. Cost is 1000
As side thing with code, added new trait night vision with gives night vision to any mob its applied to .
and programmers help, trait that does and forever shall do nothing (it serves as a simple way to add bull onto mob with trait functionality).not needed anymore. Original night vision trait (its the one making screen slightly brighter from quirks) got renamed to night vision weak, to not confuse people in the future.If i manage, there will be a part 2 adding some actual character to the sect and distinguishing it from others, but this update should do well even as standalone
Why It's Good For The Game
Return of the old sect, this time without spawn 40 lightless and give them extreme healing ritual, or brainwash people ritual, and with a way to make speeding darkness not a problem for normal station functioning, while still leaving room for antagonist action.
More and different factions for chaplains are good for variety of the station. Additionally this sect will lead to more interactions with the rest of the crew, given darkness spreading and can be fought against if its used by antagonists by just killing the obelisks. I thing this version while somewhat barren is good and should be fun to interact with.
Testing Photographs and Procedure
3 Problems i know of but are minor and I'm out of ideas how to fix
Simple mobs don't lose night vision after losing the connected trait: minor because there are very few player controlled simple mobs, and even those rarely don't start with night vision
Do to the way i got night vision aura of obelisk to function there are up to 0.5 second moment when people who should have night vision don't have it. It has to do with exiting and entering obelisks with can give and take those traits at different times. While its annoying it also has a minor if any impact at the game itself. To get rid of problem completely way obelisk aura work would have to be completely redesigned and it took me around 10 hours to get them to work at all. I slapped a band aid at it with reduces frequency of the error occurring but doesn't actually fix it.Managed to fix it.You cant change prices of ritual in the list (it doesn't allow any variables for most things), and as such incremental prices are stated in chat on failed ritual start.
Screenshots&Videos
Dragging unanchored obelisk
Obelisk aura and how lighting interacts with it
Night vision aura in action
Ritual screen and effect of shadow person conversion ritual
Example of incremental prices (look at chat)
No close anchoring working
Proof you can still anchor if you give enough space
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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add: Brought back shadow sect
add: Summon obelisk - makes a obelisk with generates favour
add: Expand shadows - increases radius and power of darkness coming from obelisks
add: Shadow person conversion - self explainable
add: Night vision aura - people inside darkness radius of obelisks are given night vision.
del: Removed 2 antagonist focused rituals
del: Removed need for being shadow person to chose this sect
code: changed TRAIT_NIGHT_VISION to TRAIT_NIGHT_VISION_WEAK since the trait didn't actually add night vision
code: Added TRAIT_NIGHT_VISION with grant night vision to any mob
/:cl: