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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" />
68 lines
2.3 KiB
Plaintext
68 lines
2.3 KiB
Plaintext
/singleton/psionic_power/psi_search
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name = "Psionic Search"
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desc = "Scan your Z-level for Nlom signatures. The distance will be slightly inaccurate for weak signatures."
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icon_state = "wiz_shield"
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point_cost = 0
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ability_flags = PSI_FLAG_FOUNDATIONAL
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spell_path = /obj/item/spell/psi_search
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/obj/item/spell/psi_search
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name = "psionic search"
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desc = "A psionic magnifying glass."
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icon_state = "generic"
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item_icons = null
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cast_methods = CAST_USE
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aspect = ASPECT_PSIONIC
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cooldown = 5
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psi_cost = 10
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/obj/item/spell/psi_search/on_use_cast(mob/user)
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. = ..()
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if(!.)
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return
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if(!isliving(user))
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return
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var/mob/living/L = user
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L.visible_message(SPAN_NOTICE("[L] puts two fingers to [L.get_pronoun("his")] forehead and focuses..."),
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SPAN_NOTICE("You put two fingers to your temple and focus on locating Nlom signatures..."))
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if(do_after(L, 3 SECONDS))
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var/list/level_humans = list()
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var/found_apex = FALSE
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for(var/mob/living/carbon/human/H in GLOB.human_mob_list)
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if(H == L)
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continue
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if((GET_Z(H) == GET_Z(L)) && !H.is_psi_blocked(user, TRUE))
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level_humans |= H
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if(H.psi)
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if(H.psi.get_rank() >= PSI_RANK_APEX)
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found_apex = TRUE
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if(!length(level_humans))
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to_chat(L, SPAN_WARNING("The Nlom is quiet and empty here."))
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return TRUE
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if(found_apex)
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to_chat(L, SPAN_DANGER(FONT_HUGE("You reach out into the Nlom and your senses are overwhelmed by a massive signature!")))
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L.flash_pain(20)
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L.adjustHalLoss(20)
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return
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var/list/signatures = list()
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var/harmonious_signatures = 0
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var/sensitive_signatures = 0
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var/perceptive_signatures = 0
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for(var/mob/living/carbon/human/H in level_humans)
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if(!H.psi)
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perceptive_signatures++
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continue
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if(H.psi && H.psi.get_rank() == PSI_RANK_SENSITIVE)
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sensitive_signatures++
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continue
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if(H.psi && H.psi.get_rank() == PSI_RANK_HARMONIOUS)
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harmonious_signatures++
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continue
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if(perceptive_signatures)
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signatures += "[perceptive_signatures] weak signature[perceptive_signatures > 1 ? "s" : ""]"
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if(sensitive_signatures)
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signatures += "[sensitive_signatures] robust signature[sensitive_signatures > 1 ? "s" : ""]"
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if(harmonious_signatures)
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signatures += "[harmonious_signatures] very powerful signature[harmonious_signatures > 1 ? "s" : ""]"
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to_chat(user, SPAN_NOTICE("Reaching out into the Nlom, you sense [english_list(signatures)]."))
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