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Species remains fixes, soulstone and constructs tweaks (#2598)
-species have the right remains_type now, ipcs will leave behind robot remains, humans will leave behind humans remains, dionae will just leave behind ashes and most xenos will leave behind xeno remains -soulstones can now leave behind different types of remains depending on their victim species -wraiths and harversts will not float over open turfs and can freely move around z-levels
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@@ -19,6 +19,7 @@
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mob_size = 9
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spawn_flags = CAN_JOIN
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appearance_flags = HAS_HAIR_COLOR | HAS_SKIN_TONE | HAS_LIPS | HAS_UNDERWEAR | HAS_EYE_COLOR | HAS_SOCKS
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remains_type = /obj/effect/decal/remains/human
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stamina = 130 // Humans can sprint for longer than any other species
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stamina_recovery = 5
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@@ -227,6 +228,7 @@
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name_language = "Rootsong"
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ethanol_resistance = -1//Can't get drunk
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mob_size = 12//Worker gestalts are 150kg
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remains_type = /obj/effect/decal/cleanable/ash //no bones, so, they just turn into dust
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blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
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species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
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there is no effective upper limit to the number that can fuse in gestalt, and reports exist of the Epsilon Ursae \
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@@ -378,6 +380,7 @@
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secondary_langs = list("Encoded Audio Language")
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ethanol_resistance = -1//Can't get drunk
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radiation_mod = 0 // not affected by radiation
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remains_type = /obj/effect/decal/remains/robot
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// #TODO-MERGE: Check for balance and self-repair. If self-repair is a thing, RIP balance.
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brute_mod = 0.8
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@@ -170,6 +170,14 @@
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attack_sound = 'sound/weapons/rapidslice.ogg'
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construct_spells = list(/spell/targeted/ethereal_jaunt/shift)
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/mob/living/simple_animal/construct/wraith/can_fall()
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return FALSE
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/mob/living/simple_animal/construct/wraith/can_ztravel()
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return TRUE
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/mob/living/simple_animal/construct/wraith/CanAvoidGravity()
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return TRUE
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/////////////////////////////Artificer/////////////////////////
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@@ -261,6 +269,15 @@
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)
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//Harvesters are endgame stuff, no harm giving them construct spells
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/mob/living/simple_animal/construct/harvester/can_fall()
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return FALSE
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/mob/living/simple_animal/construct/harvester/can_ztravel()
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return TRUE
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/mob/living/simple_animal/construct/harvester/CanAvoidGravity()
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return TRUE
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////////////////Glow//////////////////
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/mob/living/simple_animal/construct/proc/add_glow()
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overlays = 0
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@@ -117,7 +117,9 @@
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for(var/obj/item/W in T)
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T.drop_from_inventory(W)
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new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
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var/obj/effect/decal/remains/remains = T.species.remains_type //spawns a skeleton based on the species remain type
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new remains(T.loc)
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T.invisibility = 101
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var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
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