Files
tbd-station-14/Content.Shared/Alert/AlertType.cs
Hannah Giovanna Dawson b90373356e Weapon Reflection Movement Mechanic (#27219)
* Weapon Reflection Movement Mechanic

Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.

This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.

As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:

1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.

* Resolve PR comments.

* Weh?

* Reign in double esword a tad

* Shield nerfs no longer real

* Improve Mirror Cult desc

* Simple alert for deflection! No art yet.

* Added a new icon for deflecting
2024-05-07 20:14:58 +02:00

60 lines
1.1 KiB
C#

namespace Content.Shared.Alert
{
/// <summary>
/// Every kind of alert. Corresponds to alertType field in alert prototypes defined in YML
/// NOTE: Using byte for a compact encoding when sending this in messages, can upgrade
/// to ushort
/// </summary>
public enum AlertType : byte
{
Error,
LowOxygen,
LowNitrogen,
LowPressure,
HighPressure,
Fire,
Cold,
Hot,
Weightless,
Stun,
Handcuffed,
Ensnared,
Buckled,
HumanCrit,
HumanDead,
HumanHealth,
BorgBattery,
BorgBatteryNone,
PilotingShuttle,
Peckish,
Starving,
Thirsty,
Parched,
Stamina,
Pulled,
Pulling,
Magboots,
Internals,
Toxins,
Muted,
VowOfSilence,
VowBroken,
Essence,
Corporeal,
Bleed,
Pacified,
Debug1,
Debug2,
Debug3,
Debug4,
Debug5,
Debug6,
SuitPower,
BorgHealth,
BorgCrit,
BorgDead,
Deflecting
}
}