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## About The Pull Request
- Reworks transformation sting.
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
- If used on a monkey, it lasts forever instead.
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
- Chemical cost reduced to 33
- DNA cost reduced to 2
- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
- These were essentially the same traits, so I just combined the two
- Organizes some trait lists alphabetically
- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.
## Why It's Good For The Game
A lot of people don't like the current iteration of Transformation
Sting, me included
Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.
It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.
This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.
## Changelog
🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50.
balance: Transformation sting now costs 2 dna points, down from 3.
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization.
/🆑
34 lines
1.6 KiB
Plaintext
34 lines
1.6 KiB
Plaintext
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/datum/admins/proc/create_mob(mob/user)
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var/static/create_mob_html
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if (!create_mob_html)
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var/mobjs = null
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mobjs = jointext(typesof(/mob), ";")
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create_mob_html = file2text('html/create_object.html')
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create_mob_html = replacetext(create_mob_html, "Create Object", "Create Mob")
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create_mob_html = replacetext(create_mob_html, "null /* object types */", "\"[mobjs]\"")
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user << browse(create_panel_helper(create_mob_html), "window=create_mob;size=425x475")
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/**
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* Randomizes everything about a human, including DNA and name
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*/
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/proc/randomize_human(mob/living/carbon/human/human, randomize_mutations = FALSE)
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human.gender = human.dna.species.sexes ? pick(MALE, FEMALE, PLURAL, NEUTER) : PLURAL
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human.physique = human.gender
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human.real_name = human.dna?.species.random_name(human.gender) || random_unique_name(human.gender)
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human.name = human.get_visible_name()
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human.set_hairstyle(random_hairstyle(human.gender), update = FALSE)
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human.set_facial_hairstyle(random_facial_hairstyle(human.gender), update = FALSE)
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human.set_haircolor("#[random_color()]", update = FALSE)
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human.set_facial_haircolor(human.hair_color, update = FALSE)
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human.eye_color_left = random_eye_color()
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human.eye_color_right = human.eye_color_left
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human.skin_tone = random_skin_tone()
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human.dna.species.randomize_active_underwear_only(human)
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// Needs to be called towards the end to update all the UIs just set above
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human.dna.initialize_dna(newblood_type = random_blood_type(), create_mutation_blocks = randomize_mutations, randomize_features = TRUE)
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// Snowflake stuff (ethereals)
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human.dna.species.spec_updatehealth(human)
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human.updateappearance(mutcolor_update = TRUE)
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