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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

69 lines
2.6 KiB
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/singleton/psionic_power/skinsight
name = "Skinsight"
desc = "Get information on a creature's vitals. Activate in your hand to switch between a normal mode or a slower, more detailed mode. Note that the body scan mode \
is not 100% accurate with the numbers given."
icon_state = "wiz_blind"
point_cost = 1
ability_flags = PSI_FLAG_EVENT|PSI_FLAG_CANON
spell_path = /obj/item/spell/skinsight
/obj/item/spell/skinsight
name = "skinsight"
desc = "A health analyzer, but cooler."
icon_state = "blink"
item_icons = null
cast_methods = CAST_MELEE|CAST_USE
aspect = ASPECT_PSIONIC
cooldown = 10
psi_cost = 10
var/body_scan_mode = FALSE
/obj/item/spell/skinsight/on_use_cast(mob/user)
. = ..()
body_scan_mode = !body_scan_mode
if(body_scan_mode)
psi_cost = 30
to_chat(user, SPAN_NOTICE("You will now use more psionic energy for a more detailed readout."))
else
psi_cost = 10
to_chat(user, SPAN_NOTICE("You will now use less psionic energy for a more standard readout."))
/obj/item/spell/skinsight/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
if(!ishuman(hit_atom))
return
var/mob/living/carbon/human/target = hit_atom
if(!target.has_zona_bovinae())
to_chat(user, SPAN_WARNING("Psionic power cannot flow through this being."))
return
if(!isliving(user))
return
if(target.stat == DEAD)
to_chat(user, SPAN_WARNING("The total lack of psionic energy flowing through this person can only mean one thing: they are dead."))
return
. = ..()
if(!.)
return
if(!body_scan_mode)
user.visible_message(SPAN_NOTICE("[user] passes [user.get_pronoun("his")] hand over [target]."), SPAN_NOTICE("You pass your hand over [target]."))
health_scan_mob(target, user, TRUE, TRUE)
else
user.visible_message(SPAN_NOTICE("[user] slowly passes [user.get_pronoun("his")] hand over [target]..."),
SPAN_NOTICE("You slowly pass your hand over [target]..."))
if(do_mob(user, target, 10 SECONDS))
for(var/obj/item/organ/internal/I in target.internal_organs)
if(I.is_bruised())
to_chat(user, SPAN_WARNING("You notice some irregularity in the psionic flow through their [I]."))
if(I.is_broken())
to_chat(user, SPAN_WARNING("Your psionic flow through their [I] is <b>highly irregular</b>."))
if(I.damage)
to_chat(user, SPAN_WARNING("You are sure there is some damage in their [I]."))
var/pulse = target.get_pulse()
to_chat(user, SPAN_NOTICE("Their pulse is [pulse]."))
var/oxygenation = max(min(target.get_blood_oxygenation() + rand(-10, 10), 100), 0)
to_chat(user, SPAN_NOTICE("Their oxygenation is more or less [oxygenation]%."))