Thread Rating:
  • 3 Vote(s) - 3 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[MERGED PR] Adds chaplain mechanic 'faith'. Uses it for healing
#1
Thumbs Up 
PULL REQUEST DETAILS




[game objects][feature][wiki][input]
About the PR
[Old thread](https://forum.ss13.co/showthread.php?tid=21554) (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



Code:
changelog
(u)Valtsu0
(*)Chaplain will now gather faith from people in the chapel. Faith will increase the healing done by the bible


PULL REQUEST DETAILS


Messages In This Thread
[MERGED PR] Adds chaplain mechanic 'faith'. Uses it for healing - by github_bot - 01-08-2024, 04:22 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)