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## About The Pull Request Every standing overlay layer that wasn't actually a standing overlay layer is now a "sub-standing layer", denoted with a decimal Total number of standing overlay layers reduced from 39 to 23 Small refactors to mutation overlay/species handling and cult halo. ## Why It's Good For The Game Makes it easier to work with mob overlays. You can see at a glance which layers are applied with standing overlays and which layers are manually handled, and more importantly you can see how the layers sort themselves out by just looking at them. Very convenient. ## Changelog 🆑 Melbert code: Reorganized human layering, report any oddities with sprites, such as mislayered equipment. refactor: Refactored cult halos, report any oddities like them not appearing when they should. refactor: Refactored mutation visuals, they're now affected by height! Report any oddities like them disappearing. refactor: Refactored mutation species handling, report any oddities like lizards with hulk. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
53 lines
2.5 KiB
Plaintext
53 lines
2.5 KiB
Plaintext
/datum/mutation/adaptation
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name = "Adaptation"
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desc = "A strange mutation that renders the host immune to damage from extreme temperatures. Does not protect from vacuums."
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quality = POSITIVE
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difficulty = 16
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text_gain_indication = span_notice("Your body feels normal!")
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instability = NEGATIVE_STABILITY_MAJOR
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locked = TRUE // fake parent
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conflicts = list(/datum/mutation/adaptation)
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mutation_traits = list(TRAIT_WADDLING)
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mutation_icon = 'icons/mob/effects/genetics.dmi'
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/datum/mutation/adaptation/New(datum/mutation/copymut)
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. = ..()
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conflicts = typesof(/datum/mutation/adaptation)
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/datum/mutation/adaptation/cold
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name = "Cold Adaptation"
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desc = "A strange mutation that renders the host immune to damage from low temperature environments. It also prevents the host from slipping on ice."
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text_gain_indication = span_notice("Your body feels refreshingly cold.")
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instability = POSITIVE_INSTABILITY_MODERATE
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mutation_traits = list(TRAIT_RESISTCOLD, TRAIT_NO_SLIP_ICE)
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mutation_icon_state = "cold"
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locked = FALSE
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/datum/mutation/adaptation/heat
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name = "Heat Adaptation"
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desc = "A strange mutation that renders the host immune to damage from high temperature, including being set alight, though the flame itself still burns clothing. It also seems to make the host resist ash storms."
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text_gain_indication = span_notice("Your body feels invigoratingly warm.")
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instability = POSITIVE_INSTABILITY_MODERATE
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mutation_traits = list(TRAIT_RESISTHEAT, TRAIT_ASHSTORM_IMMUNE)
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mutation_icon_state = "fire"
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locked = FALSE
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/datum/mutation/adaptation/thermal
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name = "Thermal Adaptation"
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desc = "A strange mutation that renders the host immune to damage from both low and high temperature environments. Does not protect from high or low pressure environments."
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difficulty = 32
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text_gain_indication = span_notice("Your body feels pleasantly room temperature.")
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instability = POSITIVE_INSTABILITY_MAJOR
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mutation_traits = list(TRAIT_RESISTHEAT, TRAIT_RESISTCOLD)
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mutation_icon_state = "thermal"
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locked = TRUE // recipe
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/datum/mutation/adaptation/pressure
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name = "Pressure Adaptation"
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desc = "A strange mutation that renders the host immune to damage from both low and high pressure environments. Does not protect from temperature, including the cold of space."
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text_gain_indication = span_notice("Your body feels impressively pressurized.")
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instability = POSITIVE_INSTABILITY_MODERATE
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mutation_icon_state = "pressure"
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mutation_traits = list(TRAIT_RESISTLOWPRESSURE, TRAIT_RESISTHIGHPRESSURE)
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locked = FALSE
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