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VMSolidus a802b48e2a 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"
/>
2026-02-01 23:29:21 +00:00

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/singleton/psionic_power/barrier
name = "Psionic Barrier"
desc = "Activate in hand to give yourself psionic armour. This armour is slightly worse than generic heavy armour, and has a small passive upkeep."
icon_state = "const_mend"
point_cost = 1
ability_flags = PSI_FLAG_ANTAG
spell_path = /obj/item/spell/barrier
/obj/item/spell/barrier
name = "psionic barrier"
icon_state = "generic"
item_icons = null
cast_methods = CAST_USE
aspect = ASPECT_PSIONIC
cooldown = 20
psi_cost = 30
/obj/item/spell/barrier/on_use_cast(mob/user, bypass_psi_check)
if(!ishuman(user))
return
. = ..()
if(!.)
return
var/mob/living/carbon/human/H = user
var/armor = H.psi.GetComponent(/datum/component/armor/psionic)
if(armor)
to_chat(H, SPAN_WARNING("You are already enveloped by psionic armour!"))
return
to_chat(H, SPAN_NOTICE("You are enveloped by a protective warmth."))
H.psi.AddComponent(/datum/component/armor/psionic, list(LASER = ARMOR_LASER_MEDIUM, BULLET = ARMOR_BALLISTIC_CARBINE, ENERGY = ARMOR_ENERGY_RESISTANT, MELEE = ARMOR_MELEE_RESISTANT))