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The Not-As-Big-As-It-Seems Update: Changelings Overhauled.
- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem. - Neurotoxic Venom and Hallucinogenic Venom both removed entirely. - Regenerative Stasis now shows the person as being dead. - Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20. - Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms). - Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit. - Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness). - Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though). - Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked. - Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types. (NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down). - Changelog Updated. - Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen). - Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though. - Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely. - New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though). - New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili. - New Circuit Imprinter Icon by Veyveyr. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -177,6 +177,8 @@
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stat("Internal Atmosphere Info", src.internal.name)
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stat("Tank Pressure", src.internal.air_contents.return_pressure())
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stat("Distribution Pressure", src.internal.distribute_pressure)
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if (src.mind.special_role == "Changeling")
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stat("Chemical Storage", src.chem_charges)
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/mob/living/carbon/human/bullet_act(flag, A as obj)
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@@ -93,7 +93,6 @@
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handle_disabilities()
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if (src.disabilities & 2)
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if ((prob(1) && src.paralysis < 1 && src.r_epil < 1))
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src << "\red You have a seizure!"
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@@ -618,6 +617,8 @@
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src.paralysis = max(src.paralysis, 5)
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if (src.stat != 2) //Alive.
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if (src.silent)
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src.silent--
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if (src.paralysis || src.stunned || src.weakened || changeling_fakedeath) //Stunned etc.
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if (src.stunned > 0)
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@@ -647,6 +648,7 @@
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src.lying = 1
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src.blinded = 1
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src.stat = 2
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src.silent = 0
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if (src.stuttering) src.stuttering--
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@@ -351,6 +351,9 @@
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statpanel("Status")
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stat(null, text("Intent: []", src.a_intent))
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stat(null, text("Move Mode: []", src.m_intent))
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if (src.client.statpanel == "Status")
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if (src.mind.special_role == "Changeling")
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stat("Chemical Storage", src.chem_charges)
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return
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/mob/living/carbon/monkey/update_clothing()
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@@ -8,7 +8,7 @@
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if (length(message) >= 1)
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if (copytext(message, 1, 2) != "*")
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if (src.miming)
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if (src.miming || src.silent)
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return
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if (src.muted)
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