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[MIRROR] Polymorph belt blacklists several biotypes instead of allowing only organics [MDB IGNORE] (#23620)
* Polymorph belt blacklists several biotypes instead of allowing only organics (#78229) ## About The Pull Request Title; this makes the belt able to morph into _more_ mobs, but _less problematic/abusable_ mobs hopefully. It still only functions on basic/simple_animals, however. ~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them completely. Though catching a sentient ling slug and morphing everyone into it is funny, it's only funny the first 5 times someone does it. (disclaimer: this is an approximation, i did not actually see a polymorph belt in-game because i currently play miner and like 10 games a week tops) Arguably, this isn't ideal, but it's the closest we get unless we rename `MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to bioflag for mobs we don't want **fun** things happen to.~~ `MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that. I think the alternative methow could use whatever the gold cores use to determine what to spawn but that would shift the mobs available for the belt even more and I can't be assed to figure out how _much_ of a shift that would be. Dragons or slimes or lavaland mobs would be out, for example. Don't really vibe with that. Fixes headslug's description bit that discerns a sentient slug from an AI one showing up on a dead slug. It can't move while it's dead, no matter its mind/AI. Also adds simple dmdoc comments to the defines to help discern a few of them more easily. Non-quip text suggestions welcome. ## Why It's Good For The Game - Resolves #77756 - Resolves #78227 More mobs available for the funny belt but less _fun_ mobs should allow for more stable use of the damn thing. Arguably, some of the mobs that have been found to be incompatible with the belt are simply lacking a `MOB_ORGANIC` flag, some of them with no apparent reason. However, blacklisting potentially problematic biotypes should be easier to design the unwanted mobs around. Also consistency, less all-ling stations, code clarity. Whatever. ## Changelog 🆑 balance: polymorph belt now blacklists mobs that are undead, humanoid, robotic or spiritual (in nature, not religiously), as well as megafauna balance: however, this means that it works with more mobs that it should logically work with, like slimes/bugs/lightgeists etc fix: fixed headslug shenanigans with the polymorph belt hopefully for good this time fix: fixed headslug description mentioning its movement despite the slug being dead /🆑 * Polymorph belt blacklists several biotypes instead of allowing only organics --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
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@@ -6,7 +6,7 @@
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icon_living = "star_gazer"
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pixel_x = -32
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base_pixel_x = -32
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mob_biotypes = MOB_HUMANOID | MOB_EPIC
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mob_biotypes = MOB_HUMANOID | MOB_SPECIAL
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response_help_continuous = "passes through"
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response_help_simple = "pass through"
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speed = -0.2
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@@ -18,6 +18,7 @@
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attack_verb_simple = "chomp"
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attack_sound = 'sound/weapons/bite.ogg'
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attack_vis_effect = ATTACK_EFFECT_BITE
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mob_biotypes = MOB_ORGANIC|MOB_SPECIAL
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faction = list(FACTION_CREATURE)
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obj_damage = 0
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environment_smash = ENVIRONMENT_SMASH_NONE
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@@ -39,10 +40,11 @@
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/mob/living/basic/headslug/examine(mob/user)
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. = ..()
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if(isnull(client))
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. += span_notice("It appears to be moving around listlessly.")
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else
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. += span_warning("It's moving around intelligently!")
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if(stat != DEAD)
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if(isnull(client))
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. += span_notice("It appears to be moving around listlessly.")
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else
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. += span_warning("It's moving around intelligently!")
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if (egg_lain)
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. += span_notice("Its reproductive equipment appears to have withered.")
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