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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/psi_stamina
name = "Psi-Stamina Weave"
desc = "Activate this spell in your hand to regenerate your psi-stamina a little bit."
icon_state = "tech_mend_template"
point_cost = 1
ability_flags = PSI_FLAG_EVENT|PSI_FLAG_CANON
spell_path = /obj/item/spell/psi_stamina
/obj/item/spell/psi_stamina
name = "psi-stamina weave"
desc = "Kind of like charging up your aura."
icon_state = "generic"
item_icons = null
cast_methods = CAST_USE
aspect = ASPECT_PSIONIC
cooldown = 0
psi_cost = 0
/obj/item/spell/psi_stamina/on_use_cast(mob/user)
. = ..()
if(!.)
return
if(do_after(user, 1 SECOND))
to_chat(user, SPAN_NOTICE("You feel a bit more refreshed."))
owner.psi.stamina = min(owner.psi.max_stamina, owner.psi.stamina + rand(2,5))
if(owner.psi.stamina >= owner.psi.max_stamina)
to_chat(user, SPAN_NOTICE("You're ready to go again!"))
return TRUE