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* Genetics Rebalance: Negative mutations add stability, standarized instability cost for mutations * Modular * Update mobs.dm * Update human_helpers.dm * Update human_update_icons.dm * Fixing a missing old stuff * Fixes months old prerequisites that was missed from "https://github.com/Skyrat-SS13/Skyrat-tg/pull/27244" * fix tails.dm * Revert "Fixes months old prerequisites that was missed" This reverts commit ce86da89ec110b69dbc9ed3653bf2abc2000a8c9. * Update tails.dm --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
82 lines
2.8 KiB
Plaintext
82 lines
2.8 KiB
Plaintext
/datum/mutation/human/void
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name = "Void Magnet"
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desc = "A rare genome that attracts odd forces not usually observed."
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quality = MINOR_NEGATIVE //upsides and downsides
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text_gain_indication = span_notice("You feel a heavy, dull force just beyond the walls watching you.")
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instability = POSITIVE_INSTABILITY_MODERATE // useful, but has large drawbacks
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power_path = /datum/action/cooldown/spell/void/cursed
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energy_coeff = 1
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synchronizer_coeff = 1
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/datum/mutation/human/void/modify()
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. = ..()
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var/datum/action/cooldown/spell/void/cursed/to_modify = .
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if(!istype(to_modify)) // null or invalid
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return
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to_modify.curse_probability_modifier = GET_MUTATION_SYNCHRONIZER(src)
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return .
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/// The base "void invocation" action. No side effects.
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/datum/action/cooldown/spell/void
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name = "Invoke Void"
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desc = "Pulls you into a pocket of the void temporarily, making you invincible."
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button_icon_state = "void_magnet"
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school = SCHOOL_EVOCATION
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cooldown_time = 1 MINUTES
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invocation = "DOOOOOOOOOOOOOOOOOOOOM!!!"
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invocation_type = INVOCATION_SHOUT
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spell_requirements = NONE
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antimagic_flags = NONE
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/datum/action/cooldown/spell/void/is_valid_target(atom/cast_on)
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return isturf(cast_on.loc)
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/datum/action/cooldown/spell/void/cast(atom/cast_on)
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. = ..()
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new /obj/effect/immortality_talisman/void(get_turf(cast_on), cast_on)
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/// The cursed "void invocation" action, that has a chance of casting itself on its owner randomly on life ticks.
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/datum/action/cooldown/spell/void/cursed
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name = "Convoke Void" //magic the gathering joke here
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desc = "A rare genome that attracts odd forces not usually observed. May sometimes pull you in randomly."
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/// A multiplier applied to the probability of the curse appearing every life tick
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var/curse_probability_modifier = 1
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/datum/action/cooldown/spell/void/cursed/Grant(mob/grant_to)
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. = ..()
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if(!owner)
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return
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RegisterSignal(grant_to, COMSIG_LIVING_LIFE, PROC_REF(on_life))
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/datum/action/cooldown/spell/void/cursed/Remove(mob/remove_from)
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UnregisterSignal(remove_from, COMSIG_LIVING_LIFE)
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return ..()
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/// Signal proc for [COMSIG_LIVING_LIFE]. Has a chance of casting itself randomly.
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/datum/action/cooldown/spell/void/cursed/proc/on_life(mob/living/source, seconds_per_tick, times_fired)
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SIGNAL_HANDLER
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if(!isliving(source) || HAS_TRAIT(source, TRAIT_STASIS) || source.stat == DEAD || HAS_TRAIT(source, TRAIT_NO_TRANSFORM))
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return
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if(!is_valid_target(source))
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return
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var/prob_of_curse = 0.25
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var/mob/living/carbon/carbon_source = source
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if(istype(carbon_source) && carbon_source.dna)
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// If we have DNA, the probability of curse changes based on how stable we are
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prob_of_curse += ((100 - carbon_source.dna.stability) / 40)
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prob_of_curse *= curse_probability_modifier
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if(!SPT_PROB(prob_of_curse, seconds_per_tick))
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return
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cast(source)
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