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Psi Rework Part 2: Scenes From A Memory (#21736)
The next step in the Psi Reworks is here, this time adding all of the remaining sources and applications of Psi-sensitivity and Psi-protection that were on my To-Do list. Aside from a variety of tweaks and bugfixes to powers, the most player-facing addition is the new Psi-sensitivity related traits, which are High Psi-sensitivity, and Low Psi-sensitivity. These traits modify the character's psi-sensitivity, which messes with their interactions with psionics in a variety of ways. All of these new sources and interactions with psionics are handled entirely through components, which operate on the previously added COMSIG_PSI signals. Check the changelog file for more specific details on what all was fixed. I've fixed quite a lot of bugs and issues with the various psi powers. I have actually tested this PR and verified that it works as advertised. <img width="1902" height="1015" alt="image" src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4" />
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@@ -30,7 +30,7 @@
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// get mobs
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var/list/affected_mobs = list()
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for(var/mob/living/carbon/human/mob_in_range in get_hearers_in_LOS(world.view, src))
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if((!mob_in_range.is_psi_blocked(src)) && ((mob_in_range.check_psi_sensitivity() > 0) || mob_in_range.has_zona_bovinae()))
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if((!mob_in_range.is_psi_blocked(src, TRUE)) && ((mob_in_range.check_psi_sensitivity() > 0) || mob_in_range.has_zona_bovinae()))
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affected_mobs += mob_in_range
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// set up timer for delayed effects
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