-The vore release eggs are no longer reskinned lockers, but storage items that can have their contents either dumped or pulled out, but the stuff can't be put back into a cracked shell.
-A live prey in an egg will have the egg scaled according to their size, and they can get out by resisting.
-Also now items can be egged, either one at a time or all at once. The single item eggs are scaled according to the contained item's size class and take the same amount of storage space as the item itself would.
-Full stuff eggs are a little more lenient on the size and weight, basically for the reason that one prey's full outfit could fit in one backpack sized egg rather than going full macro based on the total weight.
-Also there's a whole bunch of new egg type options and some better looking sprites coming.
-Also the new eggs can be picked up and even trash-eaten.
-The old locker eggs still exist in the code and can be spawned should anyone have a need for one.
Adds a new vorepanel mode addon "Affect Items", which, depending on the belly settings, will either contaminate or digest worn gear right off the prey without stripping. Item friendly modes will affect the prey's entire outfit at once, but the item digest mode will only affect one item at a time.
Changelog:
Adds a Nutrition Percentage to belly options. It can range from 0.01 (mostly to avoid potental divide by zero issues) to 100, the default.
Affects both prey and all digestable items.
-Adds simplemob radio. A "headset" that can be used and listened on by simplemobs. Adminspawn the item, shove it into your mob's contents, and link a reference to the item into the mob's mob_radio var. Additional keys can be added same way as regular headsets before "implanting" into the mob.
-Adds leap/pounce verb for simplemobs. Essentially a copy of how the dogborg pounce works.
-Couple fixes to borg/animal pounces. (makes the pounce "animation" reset to default_y instead of hardcoded crap. Also disables spin on simplemobs when pouncing. Unfun maybe, but that var can always be toggled ingame to get the sick ninja moves)
-Adds adminbus switch to enable abuse mode on trasheater. (only skips the whitelist, blacklist still applies)
-Fixes a bunch of icon updates on the vorecode. Humanmobs no longer get forced canary runtiming mob icon updates, and the existing mob icon updates are no longer simplemob exclusive (and thus broken for pAIs and such)
-Earlyports a fix for mobs wandering off when grabbed.
-Earlyports a fix for adding verbs to mobs via varedit. (Was utterly broken for anything that wasn't STRICTLY a root type of human, robot, or AI. Also now works for simplemobs as well.)
In theory, supposed to blind, and force the inhabitant to whisper. Still WIP. I would like to, instead of blind, reduce visual sight to 1 tile, so that actions are not affected.
https://github.com/VOREStation/VOREStation/issues/4611
I've no idea how to actually add wound bandaging and disinfecting onto this, so while it was mentioned in the initial issue, it wasn't added. If someone more experienced than me wants to do it, go for it.
After a little bit of messing around, I figured these values would be decent. It's rather close to tricordrazine.
- Brute Heal, lowered from 5 to 2.5 per cycle, now healing at roughly 0.4 per tick. Compare with Tricord's 0.3 per tick.
- Burn Heal, lowered from 5 to 2.5 per cycle, now healing at roughly 0.4 per tick. Compare with Tricord's 0.3 per tick.
- Toxin Heal added at 5 per cycle, 0.8 per tick. More than Brute/Burn as this damage type is often expected to increase, allowing for stabilization of infections as long as it isn't progressed to L3. Also because 5 was the default value for the other damage types, and it works out nicely now being a clean double of the new 2.5 value for those types, additionally acting as a decent compensation for not being able to clear or prevent infections. Might as well be able to combat them before they go L3.
- Oxy Heal added at 5 per cycle, 0.8 per tick. Compared with Tricord's 0.6 heal per tick. This would be enough to prevent oxy in crit and help stabilize a ruptured lung. Plus, keeping with 5's and divisions of 5 because it pleases me.
- Genetic Heal, added at 1.25 per cycle, roughly 0.2 per tick. An un-upgraded resleever will produce a body with 80 genetic damage, providing default health. At this rate, it would take roughly 6-7 minutes to heal completely. Does *not* remove disabilities. Might allow it to, if it turns out all I have to do is add 'disabilities = 0'. It's nearly 5am and I'm too tired to do any more testing.
- Bumped nutrition cost from 2 to 6, since it's healing more than before. Might adjust at some point if it turns out this is becoming a hindrance.
So, yeah. The git issue has been up for nearly a month, the general consensus seemed to support changes like the ones made. Healbelly will now actually be useful, but not a complete substitute for medical or even the common medical supplies used. Chems heal brute/burn faster than the belly mode, carthatoline is faster for toxins and dexalin plus is *much* faster. On top of that, we've had a rather robust brute/burn heal value for a long-ass time -faster than bicar/kelo - and I can't really recall it ever coming up in Medical. I don't think I've ever had a patient "stolen" and healed up before I got there because of the healbelly existing. So, halving that value and giving the belly a broader range of healed damage types shouldn't cause a problem. This PR will likely be open for a looooong time considering everything's frozen, so we'll have plenty of time to discuss it further.
Now, what does this actually mean for Patients?
If you're okay with it, you can be healed pretty reliably through the vore panel. Your prefs matter, some Medical players will likely throw the Heal effect on whatever 'belly' you choose. It can take a few minutes to heal up to full health, providing nothing else is actively damaging you. It's a bit slower than chems, but I feel like that doesn't really matter, cause it's vore. Should go without saying that just because this is an option doesn't mean you'll always get treated this way. If you get upset because you get hurt and Medical comes by with chems and a first aid kit instead of swallowing you, am sorry, they aren't obligated to, even if you request it. It's a two-way thing.
For Medical, you now have a rather decent tool to use, should you want to use it. It only heals the 5 main damage types - brute, burn, toxin, oxy, genetic. It does not bandage or disinfect, so it's not a good idea to use this on someone still bleeding or go without infection treatment. You won't be able to monitor the patients vitals unless their sensors are on and you're viewing the monitor, so it's best to make sure they're stabilizing before leaving them in. It won't cure disabilities caused by resleeving, you'll still need ryetalyn or an upgraded sleever for that. Please keep everyone's prefs in mind and don't force the Healbelly as the only way you'll help a patient, it'd be unfair to players who just want regular treatment, make sure you have the usual gear in your bag and medbelt so you can help them, too. LOOC if you want to make sure it's okay!
Expedition/Gateway Teams/Etc, please don't abuse this and make it the new meta. I was honestly on the fence about these changes to start with because I was worried that it'd just be used as a replacement for medical, when the change is intended to give Medical a way to better incorporate scenes and vore into a job that often crushes opportunities to *have* scenes in the first place. I guess one way to put it is, "This is the only way to save you, Medical wouldn't get here in time" is okay, but "Don't bother calling Medical, I can fix you" is perhaps a bit less fine, yeah? If it's abused badly, we'll have to tweak the nutrition costs and heal values and overall nerf it, and I really hate nerfing things in general so please be nice <3
-No more instantly disappearing everything.
-The initial "health" of the items is based on their w_class. (but the w_class is not the health, so you can't just go gurgling things lighter)
-Default damage (2+2) will take 3 cycles to chew through a normal sized (w_class 3) item. Basically one cycle per w_class.
-Lower damages will chew through shit slower, and higher damages will do it faster. Max damage (6+6) will get through a normal sized item with one cycle.
-They will all require two hits however, same way as how mobs take the deadly blow before final meltdown.
-Also the nutrition gains scale according to the damages now.
-Fixes armored, synthetic, and otherwise resistant prey giving several times more nutrition than their squishy counterparts.
-They will still take longer to digest, but what would ya expect for armor, at least the gains are at the correct level now.
-Same for sleeperbellies.
-Also made sleeperbelly gurgledamages non-hardcoded vars but there's no knob for them yet.
-Divides item contamination flavors into categories to match better with the "belly" types.
-The selection menu shows up when itemweak mode is selected.
-The selection should save for each belly along with other prefs.
-The flavors have been cropped into following categories:
->All, contains the whole list as before apart from possible specific ones. Is the designated default option.
->Acrid, contains flavors implying regular nasty digestion.
->Dirty, contains flavors related to visual contamination.
->Musky, contains suggestively sloppy flavors without excess filth.
->Smelly, contains more airborne flavors without visual slop or crud.
->Wet, contains flavors of more neutral-ish soakage.
commit 8782aeb10d0c0ea76572a17fbcd2ab5ca49898f1
Author: Verkister <superverkelian@hotmail.com>
Date: Wed Apr 11 08:33:40 2018 +0300
Update bellymodes_vr.dm
commit 996fc34a308d37bb9b348f06e83bfa7ec3196b64
Author: Verkister <superverkelian@hotmail.com>
Date: Fri Mar 16 20:32:19 2018 +0200
Update bellymodes_vr.dm
commit 6d77b3a8656ac96ee86bea5f112985737ad19a9b
Author: Verkister <superverkelian@hotmail.com>
Date: Fri Mar 16 20:29:03 2018 +0200
comment
commit 5851841d4bba670cd6932809cace7687093b60d0
Author: Verkister <superverkelian@hotmail.com>
Date: Fri Mar 16 17:36:02 2018 +0200
Now that's more like it
HP to nutrition ratio raised to 1/5, full 200 hp average same size prey now amounts to 1000 nutrition (+-taxes)
commit df9666b718cd2c0421f86fb033b9ba1e23162d38
Author: Verkister <superverkelian@hotmail.com>
Date: Fri Mar 16 13:39:44 2018 +0200
Adds prey oxyloss compensation
commit ba29fa9849756053eec931cf955061f1b642e8ee
Author: Verkister <superverkelian@hotmail.com>
Date: Thu Mar 15 14:34:45 2018 +0200
comment
commit 4d1acb8c90f763caabb7d9da46efeddb866f96ac
Author: Verkister <superverkelian@hotmail.com>
Date: Thu Mar 15 10:56:18 2018 +0200
Slight gurgle gain tweak.
Increases the preyhealth to nutrition ratio to 1.5x of the current value. Currently a full health same size average weight prey would give maximum 400 nutrition to the pred (more or less or less when counting possible size/weight difference and ruthless oxyloss/hunger drain during slow gurgles), which in immersion is about worth a single plate of spaghetti or something. The range from absolutely starved (as the case in damn near every non grab&gulp scene there is) to the first time the grey burger appears is 450 nutrition. I'm getting so bummed by most of my non-micro/macro gurgle scenes still ending with the pred still at red burger levels lmao. Now the total gain before inevitable taxes is 600. Take off the nutrition tax during the gurgle time, the prey health oxyloss tax during the time between critical treshold and death, the prey likely being smaller than the pred size difference tax, non-tanky prey health/resistance tax, and the skinny prey tax, it might get you past yellow hunger if lucky :v
commit 8ac3c5dedb16e64fc44ae598f2cfb718f7b15865
Author: Verkister <superverkelian@hotmail.com>
Date: Tue Mar 6 12:45:18 2018 +0200
Disables ejection on empty bellies while at it
Found it kinda bothersome during some tests where any mob getting killed, digested, or deleted would do a loud and nasty ejection for each forementioned action despite being empty.
commit 4efc1fb84e1057b31a9c8c37cefc7f74941d5e1c
Author: Verkister <superverkelian@hotmail.com>
Date: Tue Mar 6 12:36:59 2018 +0200
Update bellymodes_vr.dm
commit 2668e41def96e3d25ead01991b013f9b2c4ce7b2
Author: Verkister <superverkelian@hotmail.com>
Date: Mon Mar 5 18:31:09 2018 +0200
pref protection
commit ce8d48d907605f3c46eaf9d8b532b0d002516d0c
Author: Verkister <superverkelian@hotmail.com>
Date: Mon Mar 5 14:41:28 2018 +0200
whoops
-Fixes prey not hearing gurgles from inside the gut.
-Prey now gets it privately in full glory.
-Tweaked the miniscule vore sound falloff that made things barely audible at all. People not in the immediately adjacent tiles may hear some faint noises if they listen intently enough, but that feels like a less of a problem compared to the stuff being barely hearable on ground zero tile.
-Fixes hunger noises.
-Hunger noises now scale gradually from 0 to 100% vol in the span of 250 to 0 nutrition.
-Fixes attack anims messing up pixel offsets on our big voremobs and dogborgs.
-Removes prey size multiplier from mob vore "fullness" that would prevent 1-seater mobs from touching any even slightly taller than average chars. They already have a max size blocker in the will_eat thing.
-Makes bellies hide prey deathmessages again.
-Fixes security oties not changing to hold mode for human arrests.(I swear I had fixed this thing before???)