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Adds chaplain mechanic 'faith'. Uses it for healing #17597
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Created discussion thread: https://forum.ss13.co/showthread.php?tid=22169 |
note that this PR was previously some questionable changes for the Faith gun, which is where the negative initial feedback came from |
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better than the gun idea
The faith handling feels a little odd to me wrt storing it on the trait, but I suppose it works out
Not sure I'm sold on gaining faith from failed biblehealing, especially what with the interaction with atheist trait. Imo should probably be dropped
Additionally, passive chaplain faith gain could possibly stand to be nonlinear (e.g.: faith += k / faith**0.3
), so they can return to a "baseline" level faster
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Might also be nice to have some occasional vague feedback messages for the chaplain when they heal someone, indicating veeery roughly how strong the heal was. Faith as a mechanic needs to be somewhat opaque, but if it's completely impossible to read then it's going to feel unsatisfying.
I could change the healing message based on the amount, but can't come up with good messages. |
i @ ed you in discord (i think) with a backing .ogg you can play over the bible thump. just scale it in volume based on faith maybe |
[game objects][feature][wiki][input]
About the PR
Old thread (not that relevant anymore)
Adds a hidden variable faith to chaplain training
All chaplains will receive all of the produced faith. Faith is used individually.
Faith production
Faith can only be produced by humans, critters, borgs and AI that are a player, conscious and a non-ghost role
chaplains will produce a little bit of faith based on the current faith just by meeting the previous criteria (only to themselves, lower the faith the higher the gain)
everyone else (with a few exceptions) who is in the chapel will produce faith at a much larger speed
Healing
Healing will use 2.5% of your faith to increase the healing done up to a maximum of 30 (at 5000 faith). Will also apply to attacking vampires.
Faith will also increase the chance of successful healing
Starting amount of faith makes the bible the same as currently. Being near 0 faith makes it really bad for healing.
Why's this needed?
It gives a mechanical benefit for chaplains holding sermons and other events.
It also makes it possible for other faith interactions to be added, but they are outside the scope of this pr (maybe chaplain's gun, station grade?)
Changelog