We've had first powers PR, what about second powers PR? (Mostly housekeeping systems with 4 new powers)#1136
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…opplerShift into new_powers_ui
…rning component (and makes it VV compatible)
…d theologist competing ui elements. Hemomancy overrides backgrounds with a blood splatter.
…activation (instead of on deactivation) by adding a global var that disables cooldowns on use. also neat for admins.
00-Steven
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only looked down to radiosynthesis so far
…r to enable magic deflection (thanks Dawson). Inexorable has been moved to aberrant.
…ng added/removed. Enchanted now scales based upon amount of magical powers; caches value for optimization using the new signalers.
…. Tripwire webs finally got over its identity crisis and is in fact now magic. Removed weird left-over can_use duplication in web crafter.
…s dynamically, powers now have datums that define all the metadata aspects of them on DM side. Adds an icon for enigmatist.
…ers) and deliberately named it root_badge_icon
…machs. Also fixes a linter issue.
…their own (but can still override on their end). Fixes another linter bug.
…st powers like telepathy
…s now has a blacklist function and has mechs inside of it. Fixed a bug with riftwalker that made it that late-joiners could sometimes not see them.
…re using stuff inside lockers). Monstrous root now properly scales its blood regen off of satiety and gives a different benefit to mobs that can't benefit from this.
… as the durathread robes having been skipped.
00-Steven
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honestly losing track of what still needs to be looked at with the amount of minor changes in here since the last time, but past all this should be fine
…justable procs. Also a typo in powers.dm
Also makes the scaling heavier and affect it. Also adds support for snapshotting affinity on projectiles
…ng the effect too early
…apeshifting back without hunger cost (otherwise causing entrapment)
… a bug where powers that are added after it don't get hidden.
BasilTamaya
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just some things i noticed when going thru the UI and the PR itself, sorry if it seems weird, i wanted to help out a bit tho
| path_sort_order = POWER_PATH_SORT_TERTIARY | ||
| display_name = "Augmented" | ||
| icon_asset_name = "augmentedicon.png" | ||
| mechanics_text = "Augmented grants you augments at round-start, but is is beholden to a fair few restrictions and drawbacks; you can only have one augment per body part, and you are susceptible to EMPs, disabling your augments and possibly having adverse side-effects.\n\nA subcategory of powers exists within Augmented; Premium Augments. These are commercialized and specialized augments made out of propieretary parts, making them unable to be built on the station. These possess a quality meter, which dictates how much mileage you get out of your Premium Augments. The higher the percentage, the stronger their effects. Through robotic surgery, these can be maintained and refurbished, restoring their quality. Once quality reaches 0%, you are required to refurbish it for it to be functional.\nWhether you wish to burn through your augments and make repeat roboticist visits, or try to be more diligent with it, is up to you. Keep in mind as well; your powers can be physically stolen!" |
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| mechanics_text = "Augmented grants you augments at round-start, but is is beholden to a fair few restrictions and drawbacks; you can only have one augment per body part, and you are susceptible to EMPs, disabling your augments and possibly having adverse side-effects.\n\nA subcategory of powers exists within Augmented; Premium Augments. These are commercialized and specialized augments made out of propieretary parts, making them unable to be built on the station. These possess a quality meter, which dictates how much mileage you get out of your Premium Augments. The higher the percentage, the stronger their effects. Through robotic surgery, these can be maintained and refurbished, restoring their quality. Once quality reaches 0%, you are required to refurbish it for it to be functional.\nWhether you wish to burn through your augments and make repeat roboticist visits, or try to be more diligent with it, is up to you. Keep in mind as well; your powers can be physically stolen!" | |
| mechanics_text = "Augmented grants you augments at round-start, but is is beholden to a fair few restrictions and drawbacks; you can only have one augment per body part, and you are susceptible to EMPs, disabling your augments and possibly having adverse side-effects.\n\nA subcategory of powers exists within Augmented; Premium Augments. These are commercialized and specialized augments made out of proprietary parts, making them unable to be built on the station. These possess a quality meter, which dictates how much mileage you get out of your Premium Augments. The higher the percentage, the stronger their effects. Through robotic surgery, these can be maintained and refurbished, restoring their quality. Once quality reaches 0%, you are required to refurbish it for it to be functional.\nWhether you wish to burn through your augments and make frequent visits to robotics, or try to be more diligent with it, is up to you. Keep in mind as well; your powers can be physically stolen!" |
just some spelling stuff and a suggestion that's more of a preference really
| path_sort_order = POWER_PATH_SORT_PRIMARY | ||
| display_name = "Warfighter" | ||
| icon_asset_name = "warfightericon.png" | ||
| mechanics_text = "Warfighter, as the name implies, focuses almost exclusively on combat. It is split into three distinct categories, which are not mutually exclusive.\n\nCommander, which applies defensive buffs to targets through verbal or non-verbal command. The efficiency of these powers scales with whether the target is in your department and if you are a leadership role.\n\nEquipment Specialist, which specializes in using specific equipment in better ways. These usually require a specific type of item to get their mileage out of it, but some are more universally applicable than others, such as dual-wielding.\n\nMartial Artist, which powers up your unarmed prowess and grants you better strikes, access to martial arts and tackling." |
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| mechanics_text = "Warfighter, as the name implies, focuses almost exclusively on combat. It is split into three distinct categories, which are not mutually exclusive.\n\nCommander, which applies defensive buffs to targets through verbal or non-verbal command. The efficiency of these powers scales with whether the target is in your department and if you are a leadership role.\n\nEquipment Specialist, which specializes in using specific equipment in better ways. These usually require a specific type of item to get their mileage out of it, but some are more universally applicable than others, such as dual-wielding.\n\nMartial Artist, which powers up your unarmed prowess and grants you better strikes, access to martial arts and tackling." | |
| mechanics_text = "Warfighter, as the name implies, focuses almost exclusively on combat. It is split into three distinct categories, which are not mutually exclusive.\n\nCommander, which applies defensive buffs to targets through verbal or non-verbal command. The efficiency of these powers scales with whether the target is in your department and if you are in a leadership role.\n\nEquipment Specialist, which specializes in using specific equipment in better ways. These usually require a specific type of item to get their mileage out of it, but some are more universally applicable than others, such as dual-wielding.\n\nMartial Artist, which powers up your unarmed prowess and grants you better strikes, access to martial arts and tackling." |
minor grammar thing, also might look better if instead it was written like, "The efficiency of these powers scales with whether the target is in your department and if you are in a Commanding Officer role," for the sake of specificity, since commanding officer really refers to all head of staff positions including the captain, and fits the game terminology a bit more (which helps with game knowledge, as silly as my suggestion might seem even if others know what you mean, if that makes sense)
| display_name = "Warfighter" | ||
| icon_asset_name = "warfightericon.png" | ||
| mechanics_text = "Warfighter, as the name implies, focuses almost exclusively on combat. It is split into three distinct categories, which are not mutually exclusive.\n\nCommander, which applies defensive buffs to targets through verbal or non-verbal command. The efficiency of these powers scales with whether the target is in your department and if you are a leadership role.\n\nEquipment Specialist, which specializes in using specific equipment in better ways. These usually require a specific type of item to get their mileage out of it, but some are more universally applicable than others, such as dual-wielding.\n\nMartial Artist, which powers up your unarmed prowess and grants you better strikes, access to martial arts and tackling." | ||
| overview_text = "Practical combat skills, tried, tested and trained for milennia before magic ever reared its head. They may throw fireballs: but what good are their feats of magic if they're already tackled and restrained to the ground?" |
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| overview_text = "Practical combat skills, tried, tested and trained for milennia before magic ever reared its head. They may throw fireballs: but what good are their feats of magic if they're already tackled and restrained to the ground?" | |
| overview_text = "Practical combat skills, tried, tested and trained for millennia before magic ever reared its head. They may throw fireballs: but what good are their feats of magic if they're already tackled and restrained to the ground?" |
spelling
| name = "Web Crafter" | ||
| desc = "Threads of spidery silk crafted at your leisure. You gain the Web Crafting ability. You can use it to make passive webs in an area (which do not slow you down); or you can use it to make cloth.\ | ||
| \n Creating anything using Web Crafter makes you hungry, and you cannot use it if you are starving.\ | ||
| \n Creating anything using Web Crafter causes varying amount of hunger, and you cannot use it if you are starving.\ |
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| \n Creating anything using Web Crafter causes varying amount of hunger, and you cannot use it if you are starving.\ | |
| \n Creating anything using Web Crafter causes a varying amount of hunger, and you cannot use it if you are starving.\ |
grammar
| path_sort_order = POWER_PATH_SORT_TERTIARY | ||
| display_name = "Aberrant" | ||
| icon_asset_name = "aberranticon.png" | ||
| mechanics_text = "Aberrant specializes in adjusting their physical qualities to mimmick various other creatures, granting them unique physical advantages, both big and small.\n\nNearly all your abilities impact your hunger, increasing it with their use. If you have an alternative stomach, such as by being an Ethereal, it will deduct that stomach's satiety equivelant instead. Make sure to match your strength with a voracious apetite, as nearly all your powers cannot be activated while starving (and passive powers will stop functioning then). Your powers are sometimes non-magical.\n\nBeastial; people who have the trait and qualities of animals. Whether being able to shift into one, or mimmicking their biological traits, they wield these along with their existing biology to enhance their capabilities. Most powers belonging to Beastial are oriented towards utility, rather than raw offensive force.\n\nAberrant; whose traits are not of animals, but of monsters. The ability to regenerate any wounds, to grow blades for arms. The qualities of monsters that are often the tail of rumor and folk-lore. They often resist any and all harm cast upon them; and often are the truly unstopable monsters people think about. Aberrant focuses on strong combat prowress, both in high defense and offense." |
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| mechanics_text = "Aberrant specializes in adjusting their physical qualities to mimmick various other creatures, granting them unique physical advantages, both big and small.\n\nNearly all your abilities impact your hunger, increasing it with their use. If you have an alternative stomach, such as by being an Ethereal, it will deduct that stomach's satiety equivelant instead. Make sure to match your strength with a voracious apetite, as nearly all your powers cannot be activated while starving (and passive powers will stop functioning then). Your powers are sometimes non-magical.\n\nBeastial; people who have the trait and qualities of animals. Whether being able to shift into one, or mimmicking their biological traits, they wield these along with their existing biology to enhance their capabilities. Most powers belonging to Beastial are oriented towards utility, rather than raw offensive force.\n\nAberrant; whose traits are not of animals, but of monsters. The ability to regenerate any wounds, to grow blades for arms. The qualities of monsters that are often the tail of rumor and folk-lore. They often resist any and all harm cast upon them; and often are the truly unstopable monsters people think about. Aberrant focuses on strong combat prowress, both in high defense and offense." | |
| mechanics_text = "Aberrant specializes in adjusting their physical qualities to mimic various other creatures, granting them unique physical advantages, both big and small.\n\nNearly all your abilities impact your hunger, increasing it with their use. If you have an alternative stomach, such as by being an Ethereal, it will deduct that stomach's satiety equivalent instead. Make sure to match your strength with a voracious appetite, as nearly all your powers cannot be activated while starving (and passive powers will stop functioning then). Your powers are sometimes non-magical.\n\nBestial; people who have the trait and qualities of animals. Whether being able to shift into one, or mimicking their biological traits, they wield these along with their existing biology to enhance their capabilities. Most powers belonging to Bestial are oriented towards utility, rather than raw offensive force.\n\nAberrant; whose traits are not of animals, but of monsters. The ability to regenerate any wounds, to grow blades for arms. The qualities of monsters that are often the tail of rumor and folk-lore. They often resist any and all harm cast upon them; and often are the truly unstoppable monsters people think about. Aberrant focuses on strong combat prowess, both in high defense and offense." |
it isn't highlighting, but for things resembling of a beast, is "bestial" instead of Beastial
About The Pull Request
Powers is in and there are a few things that need attention still. The UI is catastrophic, there are some underlying faults that I do not want to have blossom in a "its just how we do things", and in general I want powers to be left in a state where the fundamentals are good enough to just not need to touch again.
So we did the following:
Why It's Good For The Game
Fundamentals! These are most of the common issues received as either feedback or that I have personally observed and have moved to address before our current system became increasingly reliant on them:
Testing Evidence
Screenshots!





Changelog
🆑TheOneAndOnlyCreeperJoe
add: New UI for Powers that actually looks robust!
add: Powers now have color defines; in essence consistent color associations. This is reflected in the UI and the action button colors.
add: Added Imbued under Resonant! It is now the home of Anomalous and Enchanted. Flavored around being inherently magical or supernatural, this category has a myriad of ways to interact with existing magic systems and act quirky at the same time.
add: Added Irregular under Mortal! It is now the home of False- and Hidden Power. The path is meant for niché powers that don't justify being secluded to a specific path. Irregular ignores the 2 path restriction
del: Powers can no longer be used when their user is in inside containers (mechs, closets, etc).
balance: Anomalous has been split away from Aberrant into the new Imbued path.
balance: Deflect has less conservative upkeep and stamina costs.
balance: Inexorable has been moved away from Quirks and into Aberrant (Monstrous). Costs 5 points.
balance: Telekinesis can no longer levitate mechs.
balance: Species with TRAIT_NOHUNGER (Hemophage, Holosynth) also get a 35% slower bleed-out rate to offset the fact that they do not regenerate blood.
refactor: Backend middleware was improved for Powers, no longer sending unnecessary amounts of data.
refactor: Powers now store the type of magic they do which can be exploited by various other powers.
refactor: Power actions now inherit their antimagic flags from power's magic flags. Can still be overriden per usual.
fix: Fixes the mental shielding implant to not consume quality when hit with magic that has 0 charge_cost
fix: Fixed a bug where the cultivator UI usurped the theologist UI if it was added after the theologist UI.
fix: Reality Anchors now check off of archetype instead of path for moodlets, future-proofing them.
fix: Deflect now only goes on cooldown after deactivation, not on activation. Respects the incapacitate var.
fix: Prestidigitation is no longer unselected after use.
fix: Martial Artist now lists its numerical value.
fix: Riftwalker sometimes did not show rifts to a mob until they logged out and back in again.
fix: Durathread robes now are properly included in the affinity file and thaumaturgic supplies.
fix: Fixes a bug with Manipulate not nesting properly in the UI.
fix: Fixes a bug with Hidden Powers not HIDING THE POWERS WTF- (it didn't hide powers that came after the Power was added).
/:cl: