## About The Pull Request Adds the "DNA Infuser" to genetics. One person enters, a corpse is added to the machine, and you can activate the machine to "infuse" the subject with the DNA. This converts one random organ from a set into the mob-related organ. ### Rat mutation 🐀 Rats can be fed in to turn you into a rat-creature-thing! ```diff +See better in the dark +Can pretty much eat anything! Toxic foods, gross foods, whatever works! +Smaller, and can climb tables ?Randomly squeaks occasionally? -Take twice as much damage -Vulnerable to flashes -Gets hungry MUCH quicker. -Yes, eat anything, but only ENJOY dairy. ``` Having every rat organ at once allows you to ventcrawl nude! ### Carp mutation 🐟 Carp work for a mutation as well! ```diff +Strong jaws, that drop teeth over time! +Space immunity! Breathe in space, unbothered by pressure or cold! +Smaller, and can climb tables -Can't block your jaws with a mask -Can't take the heat, overheats easily -Can only breathe in environments that have minimal or no oxygen -Nomadic. If you don't enter a new zlevel for awhile, you'll start feeling anxious. ``` Having every carp organ at once allows you to swim through space! ### Fly mutation 🪰 Any corpses without organs to turn into turn into fly organs! Fly organs now have a bonus for collecting them all, transforming you into a fly, when you pass the threshold. But even without those, fly organs are technically... organs. They most of the time work like normal ones. ## Todo 🐦 - [x] Finish the infuser code - [x] Create a little booklet that shows what kind of shit you can turn into, hopefully i can autogenerate this based off of organ set subtypes list - [x] sprite/slap a color on rat mutant organs - [x] Maybe make a *few* more organ sets ## Why It's Good For The Game 🐑 Oops, I forgor to fill this out! My hackmd is here. https://hackmd.io/@bazelart/ByFkhuUIi ## Changelog 🧬 🆑 Tralezab code, Azlan + Azarak (Az gaaang) for the organs add: Added the DNA infuser to genetics! Person goes in, corpse goes in, and they combine! add: Try not to turn yourself into a fly, OK? /🆑 Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Greyscale Auto-Generated Sprites (GAGS)
If you're wanting to add easy recolors for your sprite then this is the system for you. Features include:
- Multiple color layers so your sprite can be generated from more than one color.
- Mixed greyscale and colored sprite layers; You can choose to only greyscale a part of the sprite or have premade filters applied to layers.
- Blend modes; Instead of just putting layers of sprites on top of eachother you can use the more advanced blend modes.
- Reusable configurations; You can reference greyscale sprites from within the configuration of another, allowing you to have a bunch of styles with minimal additional configuration.
Other Documents
Broad overview
There are three main parts to GAGS that you'll need to be aware of when adding a new greyscale sprite:
- The json configuration
All configuration files can be found in code/datums/greyscale/json_configs and is where you control how your icons are combined together along with the colors specified from in code.
- The dmi file
It contains the sprites that will be used as the basis for the rest of the generation process. You can only have one dmi file specified per configuration but if you want to split up your sprites you can reference other configurations instead.
- The configuration type
This is simply some pointers in the code linking together your dmi and the json configuration.
Json Configuration File
The json is made up of some metadata and a list of layers used while creating the sprite. Inner lists are processed as their own chunk before being applied elsewhere, this is useful when you start using more advanced blend modes. Most of the time though you're just going to want a list of icons overlaid on top of eachother.
{
"icon_state_name": [
{
"type": "reference",
"reference_type": "/datum/greyscale_config/some_other_config",
"blend_mode": "overlay",
"color_ids": [ 1 ]
},
[
{
"type": "icon_state",
"icon_state": "highlights",
"blend_mode": "overlay",
"color_ids": [ 2 ]
},
{
"type": "reference",
"reference_type": "/datum/greyscale_config/sparkle_effect",
"blend_mode": "add"
}
]
]
}
In this example, we start off by creating a sprite specified by a different configuration. The "type" key is required to specify the kind of layer you defining. Once that is done, the next two layers are grouped together, so they will be generated into one sprite before being applied to any sprites outside their group. You can think of it as an order of operations.
The first of the two in the inner group is an "icon_state", this means that the icon will be retrieved from the associated dmi file using the "icon_state" key.
The last layer is another reference type. Note that you don't need to give colors to every layer if the layer does not need any colors applied to it.
"blend_mode" and "color_ids" are special, all layer types have them. The blend mode is what controls how that layer's finished product gets merged together with the rest of the sprite. The color ids control what colors are passed in to the layer.
Once it is done generating it will be placed in an icon file with the icon state of "icon_state_name". You can use any name you like here.
Dmi File
There are no special requirements from the dmi file to work with this system. You just need to specify the icon file in code and the icon_state in the json configuration.
Dm Code
While the amount of dm code required to make a greyscale sprite was minimized as much as possible, some small amount is required anyway if you want anything to use it.
As an example:
/datum/greyscale_config/canister
icon_file = 'icons/obj/atmospherics/canisters/default.dmi'
json_config = 'code/datums/greyscale/json_configs/canister_default.json'
And that's all you need to make it usable by other code:
/obj/machinery/portable_atmospherics/canister
...
greyscale_config = /datum/greyscale_config/canister
greyscale_colors = "#ee4242"
More configurations can be found in code/datums/greyscale/greyscale_configs.dm
If you want your item to be colorable in a vending machine (or other places if there's ever any support added for that), you should do it like this:
/obj/item/clothing/head/beret
...
flags_1 = IS_PLAYER_COLORABLE_1
However, be extremely careful, as this requires that you put all of the object's flags_1 flags in that statement all over again. It's ugly, I know, but there's no
better way to do this with BYOND just yet. You can put multiple flags like this (not real flags):
/obj/item/clothing/head/beret
...
flags_1 = IS_PLAYER_COLORABLE_1 | THIS_IS_A_FAKE_FLAG | THIS_IS_ANOTHER_FAKE_FLAG
Debugging
If you're making a new greyscale sprite you sometimes want to be able to see how layers got generated or maybe you're just tweaking some colors. Rather than rebooting the server with every change there is a greyscale modification menu that can be found in the vv dropdown menu for the greyscale object. Here you can change colors, preview the results, and reload everything from their files.