- Changes Water Breather to Aquatic with a slew of new features.
- Gives Akula and Skrell Aquatic by default. Lets Xenochimera choose Aquatic as a neutral trait.
AQUATIC:
- Gives the person the water_breather variable
- Allows the person to move in water better. (No slowdown in shallow, 1/2 slowdown in deep)
- Gives two new commands that can be used.
Command #1: "Dive under water / Resurface"
- Allows the user to dive under water, making them harder to see (still somewhat visible and able to be clicked, however) and enabling usage of the next command.
- Gives them a speed boost (1.5) when fully submerged, meaning they can move in shallow water faster than normal and deep water at 2.5 slowdown instead of 4 slowdown w/ the water_speed variable alone.
- Makes them 1.5x weaker to shocks while using this (due to being fully submerged). This, combined with being weaker to shocks when coated with water makes them much weaker to shocks.
- Makes them 25% weaker with melee weapons when underwater. Swinging a tool in water is difficult!
- Makes them have a -50 accuracy penalty when firing guns under water. (I did want to make it so you could not fire guns at all, but that framework did not exist.)
- Makes them have a 30 evasion buff. This means they have a slightly better chance of evading shots, but if they get hit with a taser they're going down in a single shot.
- Upon stepping out of the water, all the above perks/debuffs immediately cease.
- Command can also be used to resurface, which also stops the above.
Command #2: "Devour From Water"
- After the user is fully submerged, allows the user to select a target that is also in the water (only in the water/on water turf such as a beach shoreline)
- The target is alerted something is circling around them.
- After 5 seconds, the target is eaten by whatever selected belly the predator has selected.
- Custom Tails can now be hidden and unhidden with the usage of a new verb!
- Overwrites the species specific tail when used (As the usage of this verb means that the user has a custom tail and the species tail is irrelevant).
This should honestly be done when a custom tail is chosen, but I'd rather not break anything and this is a simple way of doing such.
- Taurs (and any others with tails that block body parts) are incapable of doing so.
i really need to get a better brain surgically installed
also the traumahound now has a drill, and the medical gripper can use body design disks and body design disks only. Mostly for empty sleeve printing (for practice) without getting a volunteer.
adds the trauma drake recolor of the medidrake sprite
this is the first time i have done literally any sprites in byond, if there are issues, tell me or fix them for me (I am not very smart)
Traumahound was missing some surgical things they actually kinda need. Now they got it!
- removed poly-acid spray and replaced with pounce for emagging
- replaced the hypo with surgeon chems instead of emt chems
- paws of life instead of shock paddles
- bioregen
- brute, burn, and nanopaste packs for associated surgeries and synthetic organ repair
the normal surgeon module also got burn packs because that was an oversight when the surgery was added
Up next, me figuring out how to add sprites so traumadrake can be a thing.
Prior to this change, painkillers worked on most causes of slowdown (reducing traumatic_shock, which when above 80, would start accumulating shock_stage) but not all.
Having 40 damage or more would cause you to have slowdown. Even if your arms and hands were hit with 10 damage each (40 damage total) and then you downed the strongest non-slowing down painkiller (tramadol) you would still be slowed down like it did nothing.
With this change, it makes your pain take painkillers into account.
Additionally, as an unintended side effect, it allows for PAIN INCREASERS to be used. Meaning if the person is in any pain, it will amplify their pain slowdown.
Ports https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/2950
Doesn't work for sleeping *yet* due to some fuckiness with sprites updating that I'll probably actually work on properly later.
Does work for resting, and when you're stunned/knocked over/etc you will tip upwards like normal as a visual indicator that you're fucked (until we get fancy on-side sprites or smth).
At the very least, despite my frustrations, y'all can rest on your belly now as a taur and transform/size matrixes should work. LMK if there's any issues, my testing didn't find any.
Bear in mind that this presently only works for the drake-taur bc it's the only one that has sprites for it. The code is there, just enable can_loaf and set the offset accordingly to match if you want to sprite more taur loafs.
Ran into a few runtimes https://i.imgur.com/qZdZGRq.png while eating things. Found out that if a borg that doesn't have a material (i.e. boozehound) eats something that has a material, it causes runtimes.
This fixes that by making sure they actually have the material and it isn't just null.