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Removes Clone Damage (#80109)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
This commit is contained in:
@@ -19,7 +19,7 @@
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speed = 0
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maxHealth = INFINITY // The spirit itself is invincible and passes damage to its host
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health = INFINITY
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
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unsuitable_atmos_damage = 0
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unsuitable_cold_damage = 0
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unsuitable_heat_damage = 0
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@@ -12,7 +12,7 @@
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attack_sound = 'sound/weapons/bladeslice.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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sharpness = SHARP_POINTY
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
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playstyle_string = span_holoparasite("As an <b>assassin</b> type you do medium damage and have no damage resistance, but can enter stealth, massively increasing the damage of your next attack and causing it to ignore armor. Stealth is broken when you attack or take damage.")
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creator_name = "Assassin"
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creator_desc = "Does medium damage and takes full damage, but can enter stealth, causing its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth."
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@@ -6,7 +6,7 @@
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melee_damage_lower = 15
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melee_damage_upper = 15
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speed = -0.5
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damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, CLONE = 0.75, STAMINA = 0, OXY = 0.75)
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damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, STAMINA = 0, OXY = 0.75)
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playstyle_string = span_holoparasite("As a <b>charger</b> type you do medium damage, have light damage resistance, move very fast, can be ridden, and can charge at a location, damaging any target hit and forcing them to drop any items they are holding.")
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creator_name = "Charger"
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creator_desc = "Moves very fast, does medium damage on attack, can be ridden and can charge at targets, damaging the first target hit and forcing them to drop any items they are holding."
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@@ -3,7 +3,7 @@
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guardian_type = GUARDIAN_DEXTROUS
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melee_damage_lower = 10
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melee_damage_upper = 10
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damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, CLONE = 0.75, STAMINA = 0, OXY = 0.75)
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damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, STAMINA = 0, OXY = 0.75)
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playstyle_string = span_holoparasite("As a <b>dextrous</b> type you can hold items, store an item within yourself, and have medium damage resistance, but do low damage on attacks. Recalling and leashing will force you to drop unstored items!")
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creator_name = "Dextrous"
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creator_desc = "Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item."
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@@ -3,7 +3,7 @@
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guardian_type = GUARDIAN_EXPLOSIVE
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melee_damage_lower = 15
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melee_damage_upper = 15
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damage_coeff = list(BRUTE = 0.6, BURN = 0.6, TOX = 0.6, CLONE = 0.6, STAMINA = 0, OXY = 0.6)
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damage_coeff = list(BRUTE = 0.6, BURN = 0.6, TOX = 0.6, STAMINA = 0, OXY = 0.6)
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range = 13
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playstyle_string = span_holoparasite("As an <b>explosive</b> type, you have moderate close combat abilities and are capable of converting nearby items and objects into disguised bombs via right-click.")
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creator_name = "Explosive"
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@@ -3,7 +3,7 @@
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guardian_type = GUARDIAN_GASEOUS
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melee_damage_lower = 10
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melee_damage_upper = 10
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 0)
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 0)
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range = 7
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playstyle_string = span_holoparasite("As a <b>gaseous</b> type, you have only light damage resistance, but you can expel gas in an area. In addition, your punches cause sparks, and you make your summoner inflammable.")
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creator_name = "Gaseous"
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@@ -3,7 +3,7 @@
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guardian_type = GUARDIAN_GRAVITOKINETIC
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melee_damage_lower = 15
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melee_damage_upper = 15
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damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, CLONE = 0.75, STAMINA = 0, OXY = 0.75)
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damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, STAMINA = 0, OXY = 0.75)
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playstyle_string = span_holoparasite("As a <b>gravitokinetic</b> type, you can right-click to make the gravity on the ground stronger, and punching applies this effect to a target.")
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creator_name = "Gravitokinetic"
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creator_desc = "Attacks will apply crushing gravity to the target. Can target the ground as well to slow targets advancing on you, but you are not immune to your own such effects."
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@@ -7,7 +7,7 @@
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attack_verb_simple = "shock"
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melee_damage_type = BURN
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attack_sound = 'sound/machines/defib_zap.ogg'
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damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, CLONE = 0.7, STAMINA = 0, OXY = 0.7)
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damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, STAMINA = 0, OXY = 0.7)
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range = 7
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playstyle_string = span_holoparasite("As a <b>lightning</b> type, you will apply lightning chains to targets on attack and have a lightning chain to your summoner. Lightning chains will shock anyone near them.")
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creator_name = "Lightning"
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@@ -4,7 +4,7 @@
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melee_damage_lower = 15
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melee_damage_upper = 15
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range = 5 // You want this to be low so you can drag them around
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damage_coeff = list(BRUTE = 0.4, BURN = 0.4, TOX = 0.4, CLONE = 0.4, STAMINA = 0, OXY = 0.4)
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damage_coeff = list(BRUTE = 0.4, BURN = 0.4, TOX = 0.4, STAMINA = 0, OXY = 0.4)
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playstyle_string = span_holoparasite("As a <b>protector</b> type you cause your summoner to leash to you instead of you leashing to them and have two modes; Combat Mode, where you do and take medium damage, and Protection Mode, where you do and take almost no damage, but move slightly slower.")
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creator_name = "Protector"
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creator_desc = "Causes you to teleport to it when out of range, unlike other parasites. Has two modes; Combat, where it does and takes medium damage, and Protection, where it does and takes almost no damage but moves slightly slower."
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@@ -71,7 +71,7 @@
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/// Overlay for our protection shield.
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var/mutable_appearance/shield_overlay
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/// Damage coefficients when shielded
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var/list/shielded_damage = list(BRUTE = 0.05, BURN = 0.05, TOX = 0.05, CLONE = 0.05, STAMINA = 0, OXY = 0.05)
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var/list/shielded_damage = list(BRUTE = 0.05, BURN = 0.05, TOX = 0.05, STAMINA = 0, OXY = 0.05)
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/datum/status_effect/protector_shield/on_apply()
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if (isguardian(owner))
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@@ -6,7 +6,7 @@
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friendly_verb_simple = "quietly assess"
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melee_damage_lower = 10
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melee_damage_upper = 10
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damage_coeff = list(BRUTE = 0.9, BURN = 0.9, TOX = 0.9, CLONE = 0.9, STAMINA = 0, OXY = 0.9)
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damage_coeff = list(BRUTE = 0.9, BURN = 0.9, TOX = 0.9, STAMINA = 0, OXY = 0.9)
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range = 13
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playstyle_string = span_holoparasite("As a <b>ranged</b> type, you have only light damage resistance, but are capable of spraying shards of crystal at incredibly high speed. You can also deploy surveillance snares to monitor enemy movement. Finally, you can switch to scout mode, in which you can't attack, but can move without limit.")
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creator_name = "Ranged"
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@@ -1,7 +1,7 @@
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/// Plain, but durable and strong. Can destroy walls.
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/mob/living/basic/guardian/standard
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guardian_type = GUARDIAN_STANDARD
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damage_coeff = list(BRUTE = 0.5, BURN = 0.5, TOX = 0.5, CLONE = 0.5, STAMINA = 0, OXY = 0.5)
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damage_coeff = list(BRUTE = 0.5, BURN = 0.5, TOX = 0.5, STAMINA = 0, OXY = 0.5)
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melee_damage_lower = 20
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melee_damage_upper = 20
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melee_attack_cooldown = 0.6 SECONDS
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@@ -2,7 +2,7 @@
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/mob/living/basic/guardian/support
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guardian_type = GUARDIAN_SUPPORT
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speed = 0
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damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, CLONE = 0.7, STAMINA = 0, OXY = 0.7)
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damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, STAMINA = 0, OXY = 0.7)
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melee_damage_lower = 15
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melee_damage_upper = 15
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playstyle_string = span_holoparasite("As a <b>support</b> type, you may right-click to heal targets. In addition, alt-clicking on an adjacent object or mob will warp them to your bluespace beacon after a short delay.")
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