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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/spasm
name = "Spasm"
desc = "Force a target to drop the items in its hands. Note that this has a hefty power use and cooldown."
icon_state = "genetics_closed"
point_cost = 1
ability_flags = PSI_FLAG_EVENT
spell_path = /obj/item/spell/spasm
/obj/item/spell/spasm
name = "spasm"
desc = "Made you drop your gun."
icon_state = "control"
item_icons = null
cast_methods = CAST_RANGED
aspect = ASPECT_PSIONIC
cooldown = 100
/// This looks like a lot, but this ability is really strong.
psi_cost = 20
/obj/item/spell/spasm/on_ranged_cast(atom/hit_atom, mob/user, bypass_psi_check)
if(!ishuman(hit_atom))
to_chat(user, SPAN_WARNING("That won't work!"))
return
. = ..()
if(!.)
return
var/mob/living/carbon/human/H = hit_atom
H.drop_l_hand()
H.drop_r_hand()
to_chat(H, SPAN_DANGER("Your mind is filled by an acute pain making you drop what you're holding!"))
H.flash_pain(50)