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a802b48e2a
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" />
29 lines
891 B
Plaintext
29 lines
891 B
Plaintext
/singleton/psionic_power/psi_stamina
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name = "Psi-Stamina Weave"
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desc = "Activate this spell in your hand to regenerate your psi-stamina a little bit."
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icon_state = "tech_mend_template"
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point_cost = 1
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ability_flags = PSI_FLAG_EVENT|PSI_FLAG_CANON
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spell_path = /obj/item/spell/psi_stamina
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/obj/item/spell/psi_stamina
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name = "psi-stamina weave"
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desc = "Kind of like charging up your aura."
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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 = 0
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psi_cost = 0
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/obj/item/spell/psi_stamina/on_use_cast(mob/user)
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. = ..()
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if(!.)
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return
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if(do_after(user, 1 SECOND))
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to_chat(user, SPAN_NOTICE("You feel a bit more refreshed."))
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owner.psi.stamina = min(owner.psi.max_stamina, owner.psi.stamina + rand(2,5))
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if(owner.psi.stamina >= owner.psi.max_stamina)
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to_chat(user, SPAN_NOTICE("You're ready to go again!"))
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return TRUE
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