Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Blessing of Graggar/Inhumen Digestion doesn't prevent sickness from eating organs. #818

Open
Plum-but-gayer opened this issue Nov 10, 2024 · 0 comments

Comments

@Plum-but-gayer
Copy link

Describe the bug

Blessing of Graggar and Inhumen Digestion do not prevent getting 'grossed out' after eating organs.
image

Round ID:

Coal708

Steps to Reproduce:

  1. Become Graggarite
  2. Kill a dude
  3. Eat his guts
  4. Become sick

Additional context

Organs were fresh, not rotted.

Merek2 pushed a commit to Merek2/Azure-Peak that referenced this issue Nov 15, 2024
## About The Pull Request

Pickpocketing always felt massively overtuned considering to the amount
of bad RP it creates, mostly just one player having a number go up, and
the other one having their round messed up without much counterplay.
Bonus points for it being coded in a way that there was 0% failure
chance to be discovered while sprinting up and down the main road while
MMB spamming random people. The "Someone tried pickpocketing me!"
warning was impossible to trigger for rogues.

Changes:
- Added a very small delay to pickpocketing. No more complete drive-by
pickpocketing.
- Shows "Someone tried pickpocketing me!" warning on attempted
pickocketing fail, not just critical fail. No more endlessly spamming
till one has a success.
- Shows "X fails to pickpocket Y!" to the crowd on a critical fail.
Think of it like a failed attempt to snatch a purse, eyes will be pulled
towards the thief.
- Adjusted critical fail chance. Before it was impossible to happen to
rogues, now only legendary pickpockets will never critfail.

## Why It's Good For The Game

Pickpocketing was in most cases a completely risk free 0 RP method to
severely mess with another player's round with usually very little gain
for the thief (other than a number going up). With this change,
pickpockets will hopefully be more targeted in their attempts, and not
just randomly fish everyone who walks past.

Pickpocketing can still be just as rewarding as before, but now it
actually has some risk to it.

Perhaps people will dare to RP in town a bit more, without constantly
being in combat mode and a wall to their back.

(Small note, I did not change much in the code, just looks that way
because I had to add indentation to that entire block for the delay to
be added)
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant