Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Gives werewolves a dog accent and colorblindness #1831

Merged
merged 11 commits into from Aug 25, 2020

Conversation

Superlagg
Copy link
Contributor

[FEATURE]

About the PR

dogccent

Werewolves are also partly colorblind.

dogblind
Most of that is plasmaglass by the way.

Also, that awful accent should be available in genetics.

Changelog

(u)Superlagg:
(*)Werewolves now talk and see like a dog.

@keywordlabeler keywordlabeler bot added the C-Feature A new feature or enhancements to existing features label Aug 16, 2020
@Emcee-Gore
Copy link
Contributor

Does the genetic mutation just include the accent or also the poor eye-sight? Because both at once would be pretty interesting. :)

@Superlagg
Copy link
Contributor Author

Does the genetic mutation just include the accent or also the poor eye-sight? Because both at once would be pretty interesting. :)

It doesnt... currently! I'll probably make a range of colorblindness mutations, cus color matrices are cool and colorblindness is interesting.

@Adharainspace
Copy link
Contributor

ruh ruh this seems neat!
and the code seems fine, and the compiles passed. i didnt see anything too objectionable

@Superlagg
Copy link
Contributor Author

Okay, moved the colorblindness to a mutation, and gave the mutation to the werewolf. And made the mutations on the wolf reinforced.

@ZeWaka ZeWaka added the C-Balance Balance changes, buffs and nerfs label Aug 16, 2020
code/datums/mutantraces.dm Outdated Show resolved Hide resolved
@@ -588,6 +588,41 @@
if (prob(emote_prob))
L.emote(emote_type)

/datum/bioEffect/colorblindness
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I haven't checked but I'm pretty sure as its written this whole thing might go away if you reconnect.

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

In order to do it properly there should be something (check out mob_properties, I think priority based system would work the best unless someone wants to write color matrix compositions) that holds the intended client color and it is also set in mob/Login.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Added a mob_property and a check on login to add the effect.

I didn't set it to be a priority property since there was only this effect to check for, and changing how the effect is applied through priorities doesn't seem within the scope of this PR. I'll probably end up doing that, though, if I hopefully get around to adding other color matrix effects. And maybe fixing the flockvision thing.

I also defined the matrix values in _setup. I tried defining the whole list there, and also plugging the define as it is now into something like mob.client.color = list(MATRIX_PROTANOPIA), but it just set client.color to "#0000FF" and made everything blue. I'm probably not understanding how lists work, but as it is now, it appears to work.

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

looks decent enough now

@pali6 pali6 self-requested a review August 16, 2020 17:54
strings/language/scoob.txt Show resolved Hide resolved
@@ -588,6 +588,41 @@
if (prob(emote_prob))
L.emote(emote_type)

/datum/bioEffect/colorblindness
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

looks decent enough now

code/mob.dm Outdated Show resolved Hide resolved
code/modules/medical/genetics/bioEffects/harmful.dm Outdated Show resolved Hide resolved
@pali6 pali6 merged commit b09786a into goonstation:master Aug 25, 2020
github-actions bot pushed a commit that referenced this pull request Aug 25, 2020
if(lowertext(R.next_char) == "h") // "oh"
new_string = "roh" // oh = roh
used = 3
else // all other "o"
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

wouldn't it apply only to the if case on line 2206, making condition on the line 2203 unused (since either "roh", or "rho" are fired)?

new_string = "R" // Krakken = Rakken
used = 1

if("l")
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

copy-paste error from "i"?

if(lowertext(R.next_char) == "o") // "oo"
new_string = "rooh" // oops = roohps
used = 4
if(lowertext(R.next_char) == "h") // "oh"
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

else if should be considered

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

all very valid criticism, would you be interesting in PRing a fix?

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

here's the PR: #2016

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
C-Balance Balance changes, buffs and nerfs C-Feature A new feature or enhancements to existing features
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

6 participants