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Fire stops Xeno regen (Main - Vamp) #7135
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Peak, flamethrower gonna work as intended, flamethrower cuts all regeneration / lifesteal, if anything xenos should be more aware if they are on fire which they completly ignore sometimes, acid pillars exist and it helps to extinguish it. |
Made it case specific |
code/modules/mob/living/carbon/xenomorph/abilities/lurker/lurker_powers.dm
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Warrior slash already does not heal while on fire |
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@@ -199,6 +199,8 @@ | |||
target_turfs += current_turfs | |||
telegraph_atom_list += new /obj/effect/xenomorph/xeno_telegraph/red(current_turfs, 2) | |||
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var/can_heal = !(SEND_SIGNAL(xeno, COMSIG_XENO_PRE_HEAL) & COMPONENT_CANCEL_XENO_HEAL) |
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This is a bad signal.
Signals should only be sent from one location in code. If they need to be sent from multiple locations in code, they need to be separated into their own signal.
Consider isolating this into its own can_heal
proc on the xenomorph type itself and calling the signal from there.
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I notice this signal is sent from multiple places in code right now, but that's bad. I think you should just do this basic refactor since it'll prevent headache in the future.
xeno.xeno_jitter(1 SECONDS) | ||
xeno.flick_heal_overlay(3 SECONDS, "#00B800") | ||
xeno.emote("roar") | ||
if(!(SEND_SIGNAL(xeno, COMSIG_XENO_PRE_HEAL) & COMPONENT_CANCEL_XENO_HEAL)) |
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Same thing here
What if the only exception would be my boy regular strain Defender in fortify? I think it is a buff he deserves. |
pr seems to be stale with unaddressed change requests, undraft when addressed |
I am fine with this balance wise, but needs the great unstaleness |
# About the pull request Optional changes for #7135 Beserker Ravs no longer heals while on fire Bezerker ravs clothesline and eviscerate already doesnt heal while on fire, this PR makes zerker rav slashes not heal while on fire # Changelog :cl: ghostsheet balance: Beserker Ravs no longer heals while on fire. /:cl:
pr is stale, feel free to ask us to reopen when you can work on it |
About the pull request
Fires now stops all forms of xenos regen, don't expect to gain health while on fire
This was supposedly an intended effect but was poorly implemented.
Now it properly checks and prevents all form of xeno regen.
Don't waste your heals on a burning xeno.
As requested seperated the changes for easier decisions:
Beserker Ravs no longer heals while on fire #7137
Weed and Pheromones regeneration no longer heals while on fire #7136
Explain why it's good for the game
Gives good and interesting counter-play to Zerker ravs and Vamp lurkers and some other healing caste
Increases the effectiveness of the underperforming flamers without it being a number change.
Giving fire slightly more importance promotes good counterplay from both sides.
Allowing marines to counter healing xenos
While giving more importance to other xenos who can extinguish fires, like acid pillar, spitter, prae and boiler's spit and generally working together.
Testing Photographs and Procedure
Screenshots & Videos
https://streamable.com/idpec6
Changelog
🆑 ghostsheet
balance: Vamp Lurkers no longer heals while on fire.
balance: Healer Drone sacrifice abilities now also extinguishes the target before healing.
/:cl: