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Synthetic Reagent Processing and Synth Drugs #1370
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I have been waiting for months for this. |
Finally, now we just need to find chems that can heal random oxy damage, and internal organs we don't have, like lungs. |
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//Ultra-Lube: Meth | ||
/datum/reagent/lube/ultra |
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Dude, just make these subtypes of the chems they are copypastas of and change the flags and override a few procs on the child you made
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It would be better off having this a subtype of meth rather than lube, less copypasta, even if you want the same lube effect to apply on floors.
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Hilariously enough, making it a subtype of meth would actually result in slightly MORE copypasta.
The message changes/emote tweaks would require the same procs to be redone, and then I would need to also bring in the reaction_turf proc from lube.
As for Surge and Degreaser, they'd be effectively the same. Only Liquid Solder would save a few lines, being the only one with an absolutely identical on_mob_life() proc to it's organic counterpart. Everything else either has different damages, messages, emotes, or affected chems.
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Make the high message changes a list on the meth reagent. You can just override the addiction procs.
@Dumbdumn5 no, keep organ code out of chemistry |
@Iamgoofball I don't intend to mix them with chem, no worries. |
As someone who works with Degreaser on a daily basis, that stuff will melt through flesh if applied to it, so the idea of it being Synthetic only irks me. |
Just realized I forgot the Reaction_mob checks for touch-based Chems like synthflesh I'll correct that after I get a bit more sleep |
👍 |
..() | ||
if(prob(50)) | ||
M.adjustToxLoss(10) |
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IPCs can die of toxloss, right?
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Yep. They fall apart at 200 total damage, regardless of type(s).
At 150, they enter crit.
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150? That's way too high. That gives me a distinct tactical advantage to playing IPC if I buff out the bonus damage with armor.
Make it just 100 to crit like every other race.
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The health to enter crit is consistent throughout all races. On Paradise, players enter a semi-crit state at 100 damage, where they may periodically fall unconscious for a period of time. At 150 damage, they enter hard crit, begin to accrue oxy damage (IPCs do not take oxy damage) are unconscious until they are healed above -50% health, or die. If memory serves, the damage required to enter crit is a config option.
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Since IPCs don't feel pain, they don't get the "soft-crit" or "pain-crit" other races get at 100, instead only being subject to hard-crit at 150 like everyone else.
They also take bonus brute and burn damage and are killed by emp instantly.
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Like I said, I can buff out the bonus brute and burn with armor.
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Aim for the hands, then, they pop off like nobody's business.
Or the legs.
@Earthdivine While most industrial degreasers definitely are not skin-friendly, I loosely based this one off of a degreasing hand-soap that was used in a factory I used to work, which is why I didn't make it tear up organic skin on contact, and why I made it orange. If people want though, I can easily make it have an irritant effect like acid or itching powder on contact with organics. |
@@ -7,6 +7,7 @@ | |||
default_language = "Galactic Common" | |||
flags = NO_BREATHE | NO_PAIN | NO_BLOOD | NO_SCAN | |||
dietflags = DIET_OMNI //golems can eat anything because they are magic or something | |||
reagent_tag = PROCESS_DUO //golems only process a select few chems like acid and hellwater because magic? |
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This is a noticeable nerf to golems. Unless I am missing something, it means that if they take any brute/burn damage, it cannot be healed, and if they ever fall into crit they are doomed.
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Trauma and Burn packs should still work on them, but I could have sworn they had a natural regeneration. I'll look into this more, and can give them PROCESS_ORG, PROCESS_SYN, or even both since they are magic.
EDIT: They don't regen, must be thinking of something else
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Trauma and burn kits only heal a small amount, and can't be used repeatedly on the same wound, so their healing is fairly limited from those.
Reaction_mob(), which handles things like TOUCH based reactions, now will properly obey process_flags. - This means things like Synthflesh won't work on Synthetics. Changed Golems from PROCESS_DUO to PROCESS_ORG - This will give them back the ability to be healed via chemistry, since they don't naturally regenerate. - PROCESS_DUO remains defined in case someone finds a use for it (adminbuse maybe?)
New commit fixed reaction_mob not checking for process compatibility between the reagent and the mob it was being applied to. IPCs won't benefit from getting splashed with Synthflesh now. Also, changed golems to use PROCESS_ORG, so they can be healed with normal medicines. |
Adding DNM to this until you let us know it's ready; don't want an accidental merging. |
It's been ready since that last comment, unless someone brings up an issue with it |
@TheDZD and @ZomgPonies Please review this; I don't see anything wrong with it--would love to get this merged in sooner rather than later. |
Looked over this as well, looks fine. |
Synthetic Reagent Processing and Synth Drugs
General boring stuff
Gives all reagents a new process_flags var, which dictates the types of mobs the reagent affects.
Adjusts / Rewrites chemical metabolizing for living mobs to only handle addictions, overdoses, and effects of reagents which they are capable of processing.
PROCESS_DUOPROCESS_ORGbothORGANICand SYNTHETICprocess_flags will affect theseRepurposed the reagent_tag var for reagent processing.
IPCs can now take Toxin and Brain damage from some rare sources. Cyborg Analyzers have been updated to display this information.
Now for the good stuff...
Synth Drugs!
Adds in 4 brand-new reagents, that can only be processed by SYNTHETIC species.
Ultra-Lube
Ultra-Lube is functionally identical to Meth for IPCs, except that it also functions as Space Lube on floors.
Ultra-Lube Recipe:
Surge
Not to be confused with a certain soft drink, Surge is a combination of Krokodil and Space Drugs for IPCs.
Surge Recipe:
Degreaser
Degreaser is the Synthetic equivalent of Charcoal, cleaning their systems of Residue (aka Toxins), while purging all chems at a faster rate. Lube and Ultra-Lube are purged EVEN FASTER.
Degreaser Recipe:
Liquid Solder
Liquid Solder is the equivalent of Mannitol for IPCs, repairing brain damage at the same rate.
Liquid Solder Recipe:
This PR should largely return IPCs to their pre-goonchem state of chemistry immunity, with some exceptions.
This PR is based off of Seperate reagents into the mobtypes they affect with on_life #865 and some of it's comments, with some additional stuff thrown in, so a thank-you to Ponies and Fox for their work and comments on that. Also, a shout-out to everyone who helped nail down some names and recipes for the new drugs.