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Trait Changes #1824
Trait Changes #1824
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Original file line number | Diff line number | Diff line change |
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|
@@ -469,37 +469,23 @@ | |
inverted: true | ||
jobs: | ||
- Prisoner # Bionics should be "Confiscated" from long term prisoners. | ||
- !type:CharacterSpeciesRequirement | ||
species: | ||
- Human # Entirely arbitrary, I've decided I want a trait unique to humans. Since they don't normally get anything exciting. | ||
# When we get the Character Records system in, I also want to make this require certain Backgrounds. | ||
- !type:CharacterTraitRequirement | ||
inverted: true | ||
traits: | ||
- Claws | ||
- Talons | ||
- !type:CharacterLogicOrRequirement | ||
requirements: | ||
- !type:CharacterTraitRequirement | ||
traits: | ||
- MartialArtist | ||
- !type:CharacterJobRequirement | ||
jobs: | ||
- Boxer | ||
- MartialArtist | ||
- Gladiator | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitModifyUnarmed | ||
flatDamageIncrease: | ||
types: | ||
Blunt: 1 | ||
Blunt: 2 | ||
|
||
- type: trait | ||
id: Spinarette | ||
category: Physical | ||
points: -4 | ||
points: -3 | ||
requirements: | ||
- !type:CharacterJobRequirement | ||
inverted: true | ||
|
@@ -521,7 +507,7 @@ | |
action: ActionSericulture | ||
productionLength: 2 | ||
entityProduced: MaterialWebSilk1 | ||
hungerCost: 4 | ||
hungerCost: 1 | ||
|
||
- type: trait | ||
id: BionicArm | ||
|
@@ -569,14 +555,14 @@ | |
allowedStates: | ||
- Alive | ||
- Critical | ||
damageCap: 200 | ||
damageCap: 400 | ||
damage: | ||
groups: | ||
Brute: -0.07 | ||
Burn: -0.07 | ||
Airloss: -0.07 | ||
Toxin: -0.07 | ||
Genetic: -0.07 | ||
Brute: -0.35 | ||
Burn: -0.35 | ||
Airloss: -0.35 | ||
Toxin: -0.35 | ||
Genetic: -0.35 | ||
|
||
- type: trait | ||
id: DermalArmor | ||
|
@@ -639,8 +625,6 @@ | |
- !type:CharacterTraitRequirement | ||
traits: | ||
- CyberEyes | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitAddComponent | ||
components: | ||
|
@@ -667,8 +651,6 @@ | |
inverted: true | ||
traits: | ||
- CyberEyesOmni | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitAddComponent | ||
components: | ||
|
@@ -693,8 +675,6 @@ | |
traits: | ||
- CyberEyesDiagnostic | ||
- CyberEyesOmni | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitAddComponent | ||
components: | ||
|
@@ -722,8 +702,6 @@ | |
traits: | ||
- CyberEyesMedical | ||
- CyberEyesOmni | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitAddComponent | ||
components: | ||
|
@@ -753,8 +731,6 @@ | |
- CyberEyesMedical | ||
- CyberEyesDiagnostic | ||
- CyberEyesSecurity | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitAddComponent | ||
components: | ||
|
@@ -830,8 +806,6 @@ | |
- !type:CharacterTraitRequirement | ||
traits: | ||
- CyberEyes | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitAddComponent | ||
components: | ||
|
@@ -849,14 +823,28 @@ | |
- !type:CharacterTraitRequirement | ||
traits: | ||
- CyberEyes | ||
- !type:CharacterItemGroupRequirement | ||
group: TraitsMind | ||
functions: | ||
- !type:TraitReplaceComponent | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Balancing this with a burn is insane. .3 is a lot over time and requires you to constantly heal. This will just be pointless for rounds that are over an hour long and will result in people never taking it. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. thats because its for debug and its not done at all. I'm just trying to learn how components work. |
||
- type: PassiveDamage | ||
allowedStates: | ||
- Alive | ||
- Critical | ||
damageCap: 400 | ||
damage: | ||
groups: | ||
Burn: 0.3 | ||
- !type:TraitAddComponent | ||
components: | ||
- type: ThermalVision | ||
pulseTime: 2 | ||
toggleAction: PulseThermalVision | ||
toggleAction: ToggleThermalVision | ||
- type: PassiveDamage | ||
allowedStates: | ||
- Alive | ||
- Critical | ||
damageCap: 400 | ||
damage: | ||
groups: | ||
Burn: 0.3 | ||
- !type:TraitPushDescription | ||
descriptionExtensions: | ||
- description: examine-thermal-vision-message | ||
|
@@ -885,7 +873,7 @@ | |
- Alive | ||
- Critical | ||
- Dead | ||
damageCap: 200 | ||
damageCap: 250 | ||
damage: | ||
groups: | ||
Brute: -0.9 | ||
|
@@ -1092,11 +1080,19 @@ | |
functions: | ||
- !type:TraitAddComponent | ||
components: | ||
- !type:TraitReplaceComponent | ||
- type: PassiveDamage | ||
allowedStates: | ||
- Alive | ||
- Critical | ||
damageCap: 400 | ||
damage: | ||
groups: | ||
Burn: 0.3 | ||
- type: ThermalVision | ||
pulseTime: 2 | ||
toggleAction: PulseThermalVision | ||
toggleAction: ToggleThermalVision | ||
- !type:TraitPushDescription | ||
descriptionExtensions: | ||
- description: examine-thermal-vision-message | ||
fontSize: 12 | ||
requireDetailRange: true | ||
requireDetailRange: true |
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You're completely removing the point of this requirement and devaluing humans even more.