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Biodegrade dissolves all restraints instead of one single restraint; including grabs (#94135)
## About The Pull Request @Metekillot Continues https://github.com/tgstation/tgstation/pull/92053 https://github.com/tgstation/tgstation/pull/92442 https://github.com/tgstation/tgstation/pull/92911 Biodegrade destroys all restraints instead of one single restraint. Biodegrade will now dissolve all* restraints (fixes niche use-cases such as strait jackets, cuffed prisoner shoes, etc). Biodegrade includes grabs (unless it's another ling): The manhandler gets splashed acid, dealing some damage (this damage is not that bad); the damage dealt depends on BIO protection (for reference - the default security uniform halves the damage). They will also be stunned briefly to give the ling a short chance to leg it. ## Why It's Good For The Game Same reasons as Metek's This change is meant to bring changelings in line with their categorized "uncontainable" valid salad demarcation. Biodegrade kinda sucks, and this makes it not-suck. Makes biodegrade a more attractive ability for changeling by significantly increasing its use as a method to escape confinement of any sort. Hopefully it has the gumption to close up cheesy edge cases as well. ## Changelog 🆑 ArchBTW, Bisar balance: Changeling's Biodegrade works against grabs. balance: Changeling's Biodegrade destroys all restraints instead of one single restraint. fix: Changeling's Biodegrade shows the effect when used inside lockers. fix: Changeling's Biodegrade properly covers restraint types (cuffed prisoner shoes, strait jackets, etc). /🆑 --------- Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArchBTW <230859540+glue0000@users.noreply.github.com> Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
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ArchBTW
Aki Ito
parent
0b5d8ead8d
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4d32af1508
@@ -439,7 +439,7 @@
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///Get the item on the mob in the storage slot identified by the id passed in
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/mob/proc/get_item_by_slot(slot_id)
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/mob/proc/get_item_by_slot(slot_id) as /obj/item
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return null
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/// Gets what slot the item on the mob is held in.
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