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## About The Pull Request Sister PR to #83439, that needs to be merged before this. Adds a plethora of new positive mutations to the game! Mutations now have a variable that directly adds and removes traits instead of manually doing so for idk Tripled cryobeam range. Made the mushroom hallucinogen's code more readable. - Adrenaline Rush Trigger your body's adrenaline response, granting you 10 * P units of pump-up, synaptizine, and determination. After 25 seconds, you crash, recieving 7 * S units of tiring and dizzying solution. Can be Energized, Powered, and Synchronized. - Mending Touch Transfer injuries from the target to yourself! Heal 35 * P damage, recieving up to 35 * S damage in turn. Transfers moderate wounds, fire stacks, and attempts to parallel limb-to-limb damage. Has bonuses for pacifist players. Can be Energized, Powered, and Synchronized. - Elastic Arms Your arms become floppy and you can interact with things as if you were adjacent to them from one tile further! Does not work through walls or dense objects, and you become unable to lift huge items, pull large corpses, and you get chunky fingers. Split temperature adaptation into three: - Cold Adaptation Gain cold immunity, gain ice slip immunity! - Heat Adaptation Gain heat and ash storm immunity - Thermal Adaptation Resist both cold and heat, but no extra fancies. The sprite is green now! Pressure Adapt has a purple sprite. You can mix the cold mutations with Fiery Sweat to make these new ones: - Cindikinesis Instead of summoning snow, you can now summon... ash. Wow. Very cool. - Pyrokinesis You can fire fire now! Fires beams of heat that, unlike the temperature gun, actually ignite on hit. Higher instability cost than its sister mutation. The changes have been themed primarily around classic superhero gimmicks. Genetics feels like a natural spawning point for superheroes, and its mutations show this via the good ol' 'radiation made me fire eye lasers' hero backstory. Adding more ways to be a superhero is fun. Also, added two new speech mutations: - Trichromatic Larynx Every word you say is now either red, green, or blue! - Heckacious Larynx (Trichromatic Larynx x Wacky) You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly wacky. Don't give it to the clown. Unlocked the Elvis mutation as well. ## Why It's Good For The Game > Adds a plethora of new positive mutations to the game! Genetics is in desperate need of new content, all it's had for years is a slow gutting and removal of the few things it does have. Hulk is, being real, stupid, dumb, stagnated, and overpowered, but it's been begrudgingly accepted because genetics is quite literally just, nothing without it. I'm here to add the somethings to genetics and add some more variety (and no i'm not touching hulk) > Mutations now have a variable that directly adds and removes traits instead of manually doing so for every mutation. Less stupid > Tripled cryobeam range. Shit joke mutation is now long-range shit joke mutation! > Made the mushroom hallucinogen's code more readable. Slightly OOS because I was going to add color blind mutations but decided not to creep. This piece o shit code has been hurting my head for years and now that I've finally understood it I want to make sure others don't go through that pani. > - Adrenaline Rush A quick burst of some mild chemicals at the cost of eventual nausea, sounds like a fair trade to me! If you're already on the ground, this isn't going to do anything. > - Mending Touch Healing is something that's lacking from the mutations, and this puts a fun spin on it, making the caster a damage pincushion as they heal and absorb damage. > - Elastic Arms Classic superhero power, very funny, lots of silly and sandbox potential. Has innate drawbacks because 1. thematic and 2. it's pretty strong > Split temperature adaptation into three: They combine into the same thing it used to be, so don't freak out. This just adds some separation between the immune types, for things like themed superheroes. > - Cold Adaptation Perhaps mildly concerning, but I think this might be a fun spin on it? TODO: make hiking boots effect? > - Heat Adaptation Nothing to say. It's cool. > - Thermal Adaptation Nothing wrong with this mutation so it stays in > You can mix the cold mutations with Fiery Sweat to make these new ones: How can we have frozone and not, uh human torch or something. why are there no heavy hitter fire superheroes in marvel or dc??? > - Cindikinesis Can't really summon an equivalent to snow that's actually useful, so here's this instead. Clown might like it, or maybe the chemist. > - Pyrokinesis The ignition effect is fairly weak and mostly a deterrent. I think this is the most dangerous ranged mutation in the game, which is kinda sad. > - Trichromatic Larynx Colors are fun! We have speech mutations that change words but none that change their color. Though, to be fair, this was mostly added for the mutation below's combination. > - Heckacious Larynx (Trichromatic Larynx x Wacky) I felt that Wacky wasn't nearly wacky enough. It just made your speech comic sans. That's great and all, but. It's not much? This will be a truly clownly mutation, the Genetics equivalent of a HONK mech. I made it a combination mutation specifically to restrain its power level. > Unlocked the Elvis mutation as well. Was there a reason to lock this? ## Changelog 🆑 add: Added tons of new mutations to Genetics, alongside some recipes! add: Thermal Adaptation has been made a combination mutation from the stronger but narrower Cold and Heat adaptations. balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause spread on contact. image: Added some neat new sprites for the new mutations, and added a greyscale version of the magic hand sprites. code: Infinitesmally improved mutation code. /🆑
147 lines
5.6 KiB
Plaintext
147 lines
5.6 KiB
Plaintext
/datum/mutation/human/olfaction
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name = "Transcendent Olfaction"
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desc = "Your sense of smell is comparable to that of a canine."
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quality = POSITIVE
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difficulty = 12
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text_gain_indication = span_notice("Smells begin to make more sense...")
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text_lose_indication = span_notice("Your sense of smell goes back to normal.")
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power_path = /datum/action/cooldown/spell/olfaction
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instability = POSITIVE_INSTABILITY_MODERATE
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synchronizer_coeff = 1
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/datum/mutation/human/olfaction/modify()
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. = ..()
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var/datum/action/cooldown/spell/olfaction/to_modify = .
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if(!istype(to_modify)) // null or invalid
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return
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to_modify.sensitivity = GET_MUTATION_SYNCHRONIZER(src)
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/datum/action/cooldown/spell/olfaction
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name = "Remember the Scent"
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desc = "Get a scent off of the item you're currently holding to track it. \
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With an empty hand, you'll track the scent you've remembered."
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button_icon_state = "nose"
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cooldown_time = 10 SECONDS
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spell_requirements = NONE
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/// Weakref to the mob we're tracking
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var/datum/weakref/tracking_ref
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/// Our nose's sensitivity
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var/sensitivity = 1
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/datum/action/cooldown/spell/olfaction/is_valid_target(atom/cast_on)
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if(!isliving(cast_on))
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return FALSE
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var/mob/living/living_cast_on = cast_on
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if(ishuman(living_cast_on) && !living_cast_on.get_bodypart(BODY_ZONE_HEAD))
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to_chat(owner, span_warning("You have no nose!"))
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return FALSE
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if(HAS_TRAIT(living_cast_on, TRAIT_ANOSMIA)) //Anosmia quirk holders can't smell anything
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to_chat(owner, span_warning("You can't smell!"))
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return FALSE
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return TRUE
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/datum/action/cooldown/spell/olfaction/cast(mob/living/cast_on)
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. = ..()
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// Can we sniff? is there miasma in the air?
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var/datum/gas_mixture/air = cast_on.loc.return_air()
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var/list/cached_gases = air.gases
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if(cached_gases[/datum/gas/miasma])
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cast_on.adjust_disgust(sensitivity * 45)
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to_chat(cast_on, span_warning("With your overly sensitive nose, \
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you get a whiff of stench and feel sick! Try moving to a cleaner area!"))
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return
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var/atom/sniffed = cast_on.get_active_held_item()
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if(sniffed)
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pick_up_target(cast_on, sniffed)
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else
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follow_target(cast_on)
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/// Attempt to pick up a new target based on the fingerprints on [sniffed].
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/datum/action/cooldown/spell/olfaction/proc/pick_up_target(mob/living/caster, atom/sniffed)
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var/mob/living/carbon/old_target = tracking_ref?.resolve()
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var/list/possibles = list()
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var/list/prints = GET_ATOM_FINGERPRINTS(sniffed)
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if(prints)
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for(var/mob/living/carbon/to_check as anything in GLOB.carbon_list)
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if(prints[md5(to_check.dna?.unique_identity)])
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possibles |= to_check
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// There are no finger prints on the atom, so nothing to track
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if(!length(possibles))
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to_chat(caster, span_warning("Despite your best efforts, there are no scents to be found on [sniffed]..."))
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return
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var/mob/living/carbon/new_target = tgui_input_list(caster, "Scent to remember", "Scent Tracking", sort_names(possibles))
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if(QDELETED(src) || QDELETED(caster))
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return
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if(QDELETED(new_target))
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// We don't have a new target OR an old target
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if(QDELETED(old_target))
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to_chat(caster, span_warning("You decide against remembering any scents. \
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Instead, you notice your own nose in your peripheral vision. \
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This goes on to remind you of that one time you started breathing manually and couldn't stop. \
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What an awful day that was."))
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tracking_ref = null
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// We don't have a new target, but we have an old target to fall back on
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else
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to_chat(caster, span_notice("You return to tracking [old_target]. The hunt continues."))
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on_the_trail(caster)
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return
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// We have a new target to track
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to_chat(caster, span_notice("You pick up the scent of [new_target]. The hunt begins."))
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tracking_ref = WEAKREF(new_target)
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on_the_trail(caster)
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/// Attempt to follow our current tracking target.
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/datum/action/cooldown/spell/olfaction/proc/follow_target(mob/living/caster)
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var/mob/living/carbon/current_target = tracking_ref?.resolve()
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// Either our weakref failed to resolve (our target's gone),
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// or we never had a target in the first place
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if(QDELETED(current_target))
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to_chat(caster, span_warning("You're not holding anything to smell, \
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and you haven't smelled anything you can track. You smell your skin instead; it's kinda salty."))
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tracking_ref = null
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return
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on_the_trail(caster)
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/// Actually go through and give the user a hint of the direction our target is.
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/datum/action/cooldown/spell/olfaction/proc/on_the_trail(mob/living/caster)
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var/mob/living/carbon/current_target = tracking_ref?.resolve()
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//Using get_turf to deal with those pesky closets that put your x y z to 0
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var/turf/current_target_turf = get_turf(current_target)
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var/turf/caster_turf = get_turf(caster)
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if(!current_target)
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to_chat(caster, span_warning("You're not tracking a scent, but the game thought you were. \
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Something's gone wrong! Report this as a bug."))
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stack_trace("[type] - on_the_trail was called when no tracking target was set.")
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tracking_ref = null
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return
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if(current_target == caster)
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to_chat(caster, span_warning("You smell out the trail to yourself. Yep, it's you."))
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return
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if(caster_turf.z < current_target_turf.z)
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to_chat(caster, span_warning("The trail leads... way up above you? Huh. They must be really, really far away."))
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return
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else if(caster_turf.z > current_target_turf.z)
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to_chat(caster, span_warning("The trail leads... way down below you? Huh. They must be really, really far away."))
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return
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var/direction_text = span_bold("[dir2text(get_dir(caster_turf, current_target_turf))]")
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if(direction_text)
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to_chat(caster, span_notice("You consider [current_target]'s scent. The trail leads [direction_text]."))
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