Turns TRAIT_NOCLONE into TRAIT_BADDNA for consistency (#41819)

cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl

Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.

Changeling draining effectively prevents cloning until you transfer the brain to an intact body.
This commit is contained in:
XDTM
2018-12-17 13:05:02 +13:00
committed by oranges
parent b6ca9a900e
commit c05b0eaef9
17 changed files with 42 additions and 29 deletions
+6 -4
View File
@@ -16,7 +16,7 @@
/mob/living/carbon/monkey/handle_blood()
if(bodytemperature >= TCRYO && !(has_trait(TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
if(bodytemperature >= TCRYO && !(has_trait(TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
//Blood regeneration if there is some space
if(blood_volume < BLOOD_VOLUME_NORMAL)
blood_volume += 0.1 // regenerate blood VERY slowly
@@ -30,7 +30,7 @@
bleed_rate = 0
return
if(bodytemperature >= TCRYO && !(has_trait(TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
if(bodytemperature >= TCRYO && !(has_trait(TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
//Blood regeneration if there is some space
if(blood_volume < BLOOD_VOLUME_NORMAL && !has_trait(TRAIT_NOHUNGER))
@@ -209,13 +209,15 @@
return "blood"
/mob/living/carbon/monkey/get_blood_id()
if(!(has_trait(TRAIT_NOCLONE)))
if(!(has_trait(TRAIT_HUSK)))
return "blood"
/mob/living/carbon/human/get_blood_id()
if(has_trait(TRAIT_HUSK))
return
if(dna.species.exotic_blood)
return dna.species.exotic_blood
else if((NOBLOOD in dna.species.species_traits) || (has_trait(TRAIT_NOCLONE)))
else if((NOBLOOD in dna.species.species_traits))
return
return "blood"
+2 -2
View File
@@ -78,8 +78,8 @@
if(!brainmob.stored_dna)
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
if(L.has_trait(TRAIT_NOCLONE))
brainmob.status_traits[TRAIT_NOCLONE] = L.status_traits[TRAIT_NOCLONE]
if(L.has_trait(TRAIT_BADDNA))
brainmob.status_traits[TRAIT_BADDNA] = L.status_traits[TRAIT_BADDNA]
var/obj/item/organ/zombie_infection/ZI = L.getorganslot(ORGAN_SLOT_ZOMBIE)
if(ZI)
brainmob.set_species(ZI.old_species) //For if the brain is cloned
@@ -54,6 +54,6 @@
/mob/living/carbon/proc/Drain()
become_husk(CHANGELING_DRAIN)
add_trait(TRAIT_NOCLONE, CHANGELING_DRAIN)
add_trait(TRAIT_BADDNA, CHANGELING_DRAIN)
blood_volume = 0
return 1
@@ -768,7 +768,7 @@
/obj/structure/cloth_pile/proc/revive()
if(QDELETED(src) || QDELETED(cloth_golem)) //QDELETED also checks for null, so if no cloth golem is set this won't runtime
return
if(cloth_golem.suiciding || cloth_golem.has_trait(TRAIT_NOCLONE))
if(cloth_golem.suiciding || cloth_golem.hellbound)
QDEL_NULL(cloth_golem)
return
@@ -558,7 +558,7 @@ Difficulty: Very Hard
H.regenerate_limbs()
H.regenerate_organs()
H.revive(1,0)
H.add_trait(TRAIT_NOCLONE, MAGIC_TRAIT) //Free revives, but significantly limits your options for reviving except via the crystal
H.add_trait(TRAIT_BADDNA, MAGIC_TRAIT) //Free revives, but significantly limits your options for reviving except via the crystal
H.grab_ghost(force = TRUE)
/obj/machinery/anomalous_crystal/helpers //Lets ghost spawn as helpful creatures that can only heal people slightly. Incredibly fragile and they can't converse with humans