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Gangs Rework - Gamemode #18236
Gangs Rework - Gamemode #18236
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Hi haven't followed the development on this particularly closely but read through the big writeup; the feature ideas here are awesome and seem very fun, great work. Gang definitely needs the improvements and this seems like a really good direction to pull it in. I didn't read the code though so this is not a code review :shelterfrog: |
Some initial jank in no particular order:
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Got about halfway through, code looks generally good so far.
sure. can do
oops
we had this discussion around the merge. mostly because it's unbreakable and 99% of the time, in tiny areas. if it being a solid locker is a problem it'd just be better as a different sprite/object entirely
i thought this was because of running local for some reason, and never questioned it :shelterwot:
odd. ill investigate |
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the rest!
code/modules/antagonists/gang/abilities/_gang_leader_ability_holder.dm
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if(times >= 1) | ||
elapsedTime -= (round(times) * tickSpacing) | ||
for(var/i in 1 to times) | ||
H.HealDamage("All", 0.2, 0.2, 0) |
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Not a huge fan of magical passive healing, maybe only when on low health/in crit?
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idk. admittedly it existed in the old version and i facelifted it. for now it further encourages gang members stickin near their locker?
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Actually it looks like gang tags might not be working right? They seem to always be at max heat, possibly because the var they use to track mobs is called mobs
which shadows the global list mobs
and you're accessing it without using src
they seem ok to me. they're all relative though so you need at least 2 tags to compare (the hottest tag is what 'max heat' is) |
Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>
About the PR
Gangs rework, if you want more depth, there's a big ol' post here with ALL changes, and the rationales behind them, if that's your thing.
New Items:
New Mechanics:
Smaller features:
Why's this needed?
woe betide ye security mains. the greytide is coming once more
Changelog