Dread Gaze Re-Intro#1062
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FalloutFalcon
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Getting to choose whether it is as mechanical effect or not seems neat. Its still a slightly janky effect (in the sense it prob doesn't mimic realistic character actions super well) but its fine imo. Making it so you cant use it to chase people off cliffs or otherwise dangerous/deadly situations but cant recommend any code off the top my head.
| if(successes >= (target.st_get_stat(STAT_WITS) + target.st_get_stat(STAT_COURAGE))) //We check if you just flat out have more successes than their dice pool total. | ||
| var/extended_action_prompt = tgui_input_list(owner, "Attempt to force your target to cower in fear? This will take time to preform this extended action to stun and debuff your opponent!", "Disguise Voice", list("Yes", "No"), "No") |
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All of this should prob be nested in the check for if you passed it normally (3 succsess) why would they cower in fear if there flavor text is saying they are just normal scared??
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As far as I can tell it has not been? You can have two separate conflicting to_chats right now because the wits+courage check is seperate from the 3 check.
| duration = 5 SECONDS | ||
| alert_type = /atom/movable/screen/alert/status_effect/dread_gaze | ||
| var/mob/living/carbon/human/source | ||
| var/stored_dexterity |
About The Pull Request
Bit of a rehash of #873
I am instead atomizing that PR properly this time. I came back to the Terrifying Presence one after figuring out how to properly force mobs/players to flee the caster, so that's done.
The extended action is still a little up in the air, I think it replicates TT's extended action pretty.. okay? But happy to hear alternatives for it. (Fine with axing it too if it's really not wanted, I just really think the forced-flee is a better mechanic.)
This is what the V20 book reads for reference regarding the extended action:
"The character may attempt Dread Gaze once per turn against a single target, though she may also perform it as an extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he’s so shaken and terrified that he curls up on the ground and weeps."
Note: I do have recordings of it working. Like usual, Github says too large to upload. Boo-womp. (Will supply if needed tho in the Discord)
Why It's Good For The Game
Overall tries more TT parity based off V20's Dread Gaze effects. The forced flee on 3 or more successes makes it viable as an ability to force enemies, from NPCs to players, to flee from combat or the vicinity of the user.
The extended action is a little bit homebrew as we don't have the exact mechanics needed, but this works similar that while in TT you'd keep rolling till you exhaust your opponents rolls - instead you just have to have more successes than your opponent has dice. (This means people with low courage and wits would be very effected, as well as NPCs.) This would be rare-ish vs players, but you underestimate how many players only have 3 courage and 1 wits, etc.
Changelog
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add: Adds forced-flee movement to terrifying presence.
add: Adds extended action debuff+stun to terrifying presence.
/:cl: