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Changes Colourblindness from a Preference to a Disability
For Vulpkanin and Tajara, it gives them their species-specific colourblindness but their excellent darksight, too. Otherwise it gives noir vision. You can choose this disability at character creation. It is off by default. You can turn it off via genetics and mutadone. Fixes Cling Transform&Lesser/Greater form & Darksight bugs Transforming to an identity will now, with 100% reliability, give you the exact appearance as that ability bar the body_accessory and the secondary hair/facial hair colours. Same thing with going from lesser form to an identity that was not the one you lesser formed with. Fixes the darksight bug from the last commit, happened 'cause typo. Woops. Eye Transplantation Applies Eye-dependent Genes Transplanting colourblind Vulpkanin/Tajara eyes into a Human gives the Human the dark_view and unique colourblindness of said Vulpkanin eyes. Removing colourblind eyes will take the disability with it, meaning the person will have colour vision/low darksight.
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@@ -282,8 +282,6 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
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dat += "<b>Species:</b> <a href='?_src_=prefs;preference=species;task=input'>[species]</a><br>"
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if(species == "Vox")
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dat += "<b>N2 Tank:</b> <a href='?_src_=prefs;preference=speciesprefs;task=input'>[speciesprefs ? "Large N2 Tank" : "Specialized N2 Tank"]</a><br>"
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else if(species in list("Vulpkanin", "Tajaran"))
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dat += "<b>Colour Vision:</b> <a href='?_src_=prefs;preference=speciesprefs;task=input'>[speciesprefs ? "Unaugmented" : "Surgically Corrected"]</a><br>"
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dat += "<b>Secondary Language:</b> <a href='?_src_=prefs;preference=language;task=input'>[language]</a><br>"
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dat += "<b>Blood Type:</b> <a href='?_src_=prefs;preference=b_type;task=input'>[b_type]</a><br>"
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if(species in list("Human", "Drask", "Vox"))
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@@ -817,6 +815,7 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
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HTML += ShowDisabilityState(user,DISABILITY_FLAG_EPILEPTIC,"Seizures")
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HTML += ShowDisabilityState(user,DISABILITY_FLAG_DEAF,"Deaf")
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HTML += ShowDisabilityState(user,DISABILITY_FLAG_BLIND,"Blind")
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HTML += ShowDisabilityState(user,DISABILITY_FLAG_COLOURBLIND,"Colourblind")
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HTML += ShowDisabilityState(user,DISABILITY_FLAG_MUTE,"Mute")
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@@ -1340,12 +1339,7 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
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organ_data = list()
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rlimb_data = list()
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if("speciesprefs")
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if(species == "Vox") //oldvox code
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speciesprefs = !speciesprefs //Starts 0, so if someone clicks the button up top there, this won't be 0 anymore. If they click it again, it'll go back to 0.
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else if(species in list("Vulpkanin", "Tajaran")) //Species that can be colourblind.
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var/list/vision_options = list("Surgically Corrected", "Unaugmented") //Surgically corrected eyes (default option) see in full colour but have 2 darksight. Unaugmented eyes are colourblind but have 8 darksight.
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speciesprefs = input("Please select your vision preference. \nOverridden by mech. assisted or mechanical eyes. \nSurgically Corrected: Full colour, low darksight. \n Unaugmented: Colourblind, full darksight.", "Character Generation", 0) in vision_options
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speciesprefs = (speciesprefs != "Surgically Corrected") //Ensure the default option (surgically corrected) returns 0. I would've set up the vision_options list such that Surgically Corrected = 0, but input() didn't care for it.
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speciesprefs = !speciesprefs //Starts 0, so if someone clicks the button up top there, this won't be 0 anymore. If they click it again, it'll go back to 0.
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if("language")
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// var/languages_available
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var/list/new_languages = list("None")
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@@ -2173,6 +2167,10 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
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character.dna.SetSEState(BLINDBLOCK,1,1)
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character.disabilities |= BLIND
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if(disabilities & DISABILITY_FLAG_COLOURBLIND)
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character.dna.SetSEState(COLOURBLINDBLOCK,1,1)
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character.disabilities |= COLOURBLIND
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if(disabilities & DISABILITY_FLAG_MUTE)
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character.dna.SetSEState(MUTEBLOCK,1,1)
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character.disabilities |= MUTE
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