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revenant refactor #34620
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revenant refactor #34620
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A: Core Tech
Area: Underlying core tech for the game and the Github repository.
A: Roundflow/Antag
Area: Roundflow - "What happens in the game", including antagonist roles and their capabilities
D2: Medium
Difficulty: A good amount of codebase knowledge required.
P3: Standard
Priority: Default priority for repository items.
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Status: Requires additional reviews before being fully accepted
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Denotes a PR that changes 1000-4999 lines.
T: Refactor
Type: Refactor of notable amount of codebase
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About the PR
refactors the revenant system
made documentation more robust
made examines predicted, entity, etc etc
added two new revenant abilities:
ideally merged after #34474 so i dont have to deal with the corporeal system bullshit that much
Why / Balance
modern code good 👍
more abilities also good, but I have no idea where they land in terms of cost/balance
Technical details
since abilities were entities anyways they are now all split into separate components for each one, instead of being stored on the revenantcomponent
Revenant abilities (and hopefully soon other abilities) are now handled on two layers:
Requirements
Breaking changes
A lot of the revenant namespace changes, and forks with custom revenant abilities will need to modify their code and prototypes with the new component references. Actions like Defile, Overload Lights, Malfunction, Cold Snap, and Energy Drain are now generic abilities that can be added to other entities.
Changelog
🆑