-
Notifications
You must be signed in to change notification settings - Fork 280
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
Liberty slime + atmos junk. #4930
Liberty slime + atmos junk. #4930
Conversation
temperature revolution and it's consequences
The slimes are in* (*not entirely, but playable)
backpack fix
Slime and Monkey(s)
[COMMISSION] Slime transparency and Markings removal
code/_onclick/item_attack.dm
Outdated
@@ -1,4 +1,4 @@ | |||
/* | |||
git /* |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
gah, some mess from when I was porting i think.
In a largely functional state though there's some small things I'd like to change. Ready for review, at least. |
lol nvm i forgot i broke some stuff before setting this down for a bit and there's some runtimes i need to sort out and features I need to test more heavily. |
… qdel upon removal
… their old values. pain ratio from nerves was tweaked to be *about* 50% less extreme such that exalts could have their former nerve efficiency(and thusly more buff NSA) without....yknow, being paper people who crumple to the ground at the first bit of damage. This change affects everyone though is notably less pronounced on those with normal amounts of organ_efficiency.
…ime-mute toxin. Tweaks the halloss/nerves ratio. Slimes no longer take toxins from anti-toxins(doesnt REALLY work anyway) and instead take brute damage. Also adds effects to Cahors(it still reduces hallucinations/removes wormwood but also causes damage as with other anti-tox). For now, slimes are also restricted from many jobs within command and security owing to being VERY new to the colony(Though as the ones who actually stablished contact Soteria has no concerns about them.). Slimes may be Troopers, Corpsmen and Officers. They may not be WO, CO, Premier, Steward, CEO, or GM. They may be Foremen, they may be CRO and CBO(if they meet age reqs). This will not be permanent, don't worry.
…ojourn-station into liberalportrs2
Removes nutrition from toxins for slimes, sorry! adds nutrition from toxins to plasma, drink up babes. Adds actual downsides to having plasma in your bloodstream(it ruins your vessels.) tweaks slime speed chem, no longer should last like an hour. Tweaks hyperzine as well, should also last a good bit more reasonble lengths of time.
AI/borg can speak slime now. maybe fixes a runtime caused by a divide by 0 living defense. Fixes slime bloodstr processing SUPER SLOW
…y damage formula.
A few changes to plasma. First off, it no longer causes toxin wounds EVERY tick and instead has a 6/100 chance to cause a wound as long as it's in your system per tick instead it merely offers high toxicity that grows with "dose"(a value that starts at 0 and rises to a max of the amount you've had added to your mob), this should prevent instances where the player touches stuff that has plasma in and INSTANTLY gets owned. Additiionally, contaminated stuff *also* no longer ticks plasma-inject every single tick, only doing so 1/10 times. Additionally, instead of causing toxin wounds on veins and only veins it now targets liver/kidneys, rolling a 3% probability check for liver and if that fails rolling another 3% check for kidneys. As a final note, the 3% prob check on the wounds is modified by a quarter of your dose(so if you have 4u of plasma it's an even 3%, whereas 1u of plasma is 0.75%.
Slime regen stiim given to them by their regen power now gets given to you in a slightly higher dose + has an OD threshold defined. If you fail to regenerate a limb before the dose runs out it should fall back on Overdose = limb regen happens automatically, akin to how Kypho also works automatically if you OD the patient.
Fully reverts changes made to exalt nerves due to issues with the math giving me a headache. The nature of the math has resulted in Exalts taking somethiing like 10-13 times more halloss from all sources including damage and while I could keep trying to fix it I'd rather just set this aside for now and make exalts playable again.
About The Pull Request
Liberty ports: https://github.com/Liberty-Landing/Liberty-Station-13/pull/13 https://github.com/Liberty-Landing/Liberty-Station-13/pull/35 https://github.com/Liberty-Landing/Liberty-Station-13/pull/45 https://github.com/Liberty-Landing/Liberty-Station-13/pull/130 https://github.com/Liberty-Landing/Liberty-Station-13/pull/134 https://github.com/Liberty-Landing/Liberty-Station-13/pull/161 https://github.com/Liberty-Landing/Liberty-Station-13/pull/190 https://github.com/Liberty-Landing/Liberty-Station-13/pull/313 https://github.com/Liberty-Landing/Liberty-Station-13/pull/497.-
-
-
-
-
-
-
-
-
-
-
-
Most of the above are slime related and 1 is atmos related.
Checklist
Slimes 'revival by core' feature doesn't appear to work and their gib-on-death is thusly commented out. Edit: Nw solution found.
Needs homeworlds and ethnicities.
Slimes still slowly gain toxicity but this may be a result of scanners rather than their code. Edit: non issue.
toxiins don't appear to heal slimes
Slime melee attack has some to-do indicating it's supposed to have a lil shock on cooldown. Edit; Fixed, thanks Eris for doing the legwork.
revival perk automatically goes away. Edit; fixed. Works now.
Todo; Add those perks for slime people that allow them to spend nutrition on lil buffs(stats+speed.) Edit edit: lolnvm, apparently addtempstat might just be broken? It's properly applying the modifier now, so we'll worry about that later.
Limb-restore perk might not work. Needs more testing. Edit: Yep, definitely not working. Might need to just be refactored a bit. why would you even do it like this when Kypho is RIGHT THERE.
bug: slime bones can receive all kinds of wounds that they aught not to, probably need custom wounds for their bones and organs.
todo: make sure they can't take prosthetics and that if they try to the limb will just break because- like. It's full of gloop.
Slime hair is not transparent(though honestly it doesn't look awful. and may be fine to ignore). FIXED, SLIMES GOT FULL TRANSPARENCY FOR ALL PARTS. YEA BAYBEE- THANKS TO POLARIS FOR SUPERIOR CODING
Probably many more that I didn't notice in the very basic testing that I did.
Soj changes:
OG Slime lore by Trilby & Kav added and integrated into their code and backgrounds.
Rather than being revivable via core they instead can be injected with plasma to revive at the cost of a modified form of resurrection sickness that loses brute/burn mod as well as vig/tgh- but gives robustness until it passes.
Slime stomach converted from regular human stomach to Aulvae lysosomes, given slightly more efficiency(after all, they still need twice as much food as anyone else and have few organs otherwise).
bones changed from 'slime bones' to Aulvae cytostructure.
Moved slime bodyparts to one single file for simplicity.
Slime language(blorp)
Spend nutrition to get short-lived but potent stat or speed bonuses!
Limbs don't leave stumps behind when blown up and you can spend high amounts of nutrition to slowly regenerate them at the cost of slowdown and occasional weaken.
Changelog
🆑
/:cl: