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Adds a Synth Species #13122
Adds a Synth Species #13122
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…y reach 50 HP their skin partially falls off. Adds a method for species to react to being force set by an admin.
safe_co2_max = 0 | ||
SA_para_min = 0 | ||
SA_sleep_min = 0 | ||
dangerous_existence = 1 |
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They're not actually dangerous to be?
They might be attacked or killed, but they're not actually dangerous like plasmamen or shadowpeople are.
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I forget why I set this var, I did it like an hour ago.
I do assume people wont be so friendly towards a robot with flesh dangling off of it though.
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Yeah this is for stuff that's deadly to be under normal circumstances rather than deadly to be because you're a scary antag.
If there's a code reason for it it's okay I guess though.
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well dangerous_existence
species are converted to humans when they get normal antag roles, so I'd like that here.
Wait so you can metagame someone by looking at their name? IE if I'm plasmaman and I'm named Xenon 44, I get traitor tot and become human, people will know I'm a traitor tot because I'm a human with a Pbro's name? |
this looks cool 👍 |
I could see there being 1 or 2 of these at round start every round with the "Avoid detection" antag objectives. They allow antagonistic freedom as well as preventing mass murderbone. |
Being an antag and having dangerous_existence does NOT turn you into a human. Currently dangerous_existence only makes sure that magic shit doesn't turn people into suitless plasmamen and the like. |
@Incoming5643 it does turn them Human, it's in @as334's PR. I had thought it already did this partially, but if you claim not, then suuuure. @ExcessiveUseOfCobblestone it's not all antag roles, it's the weirder ones like Nuke Ops, who obviously can rename themselves anyway. @Zilenan91 ya, Stealth would very VERY much be the focus of this as a side antag, but for now, admin species. Admins can probably trial how they think it should go too, like how shadowling was an event long before it was a gamemode. |
…hem. Moves "Op" stuff to a /synth/military subspecies.
now all we need is the ability for the combat synths to hack cloning computer boards and HUD icons and we can have another shitty team conversion antag! they should repair like augs Tbh. tox and oxy imunity too. |
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/datum/species/synth/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H) | ||
if(chem.id == "synthflesh") |
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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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it's how it's all done I'm afraid, check every other handle_chemicals, and everything else about the reagent system, it's all chem.id checks.
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should be a blame goof tag
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make this reagent do some dna affect() new proc or something
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this is shit and there's gotta be a better way to redo this, i want to strangle whoever set this handle_chemicals() shit in species code up
@RemieRichards actually no, in SANE CHEMISTRY USES we have a has_reagent() proc or some shit, and quite frankly this should be handled on the reagent.
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@Iamgoofball look at handle_chemicals for all species that have one, nerd.
but is it merge ready? |
dont let the terminator die |
It's been merge ready for days (it's just conflicting now) the thing Aran's on about is inconsistent to the current species+reagent code and I won't be doing it. I'll fix conflicts soon. |
…o Synths Conflicts: icons/mob/human.dmi
@tgstation/commit-access cmon you guys |
Yes! For a Remie Richards feature to be done in less than a month is amazing! MERGE! |
if(chem.id == "synthflesh") | ||
chem.reaction_mob(H, TOUCH, 2 ,0) //heal a little | ||
handle_disguise(H) //and update flesh disguise | ||
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM) |
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aaaAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAA
standardize this with the proper chemistry procs
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this IS proper chemistry procs!
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can't you just add a species check to synthflesh to heal the disguise
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Handling a species thing anywhere but species
Cmon goof.
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using direct chem.id string checks with ==
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using checks THE REST OF THIS INSTANCES OF THIS PROC DO
cmon now goof, we both know the entire SYSTEM is a sack of garbage, and fixing this one instance changes -nothing-
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Little things add up
rrrrrrrrrrrrrrrrrrr |
eeeeeeeeeeeeeeeee |
This is a RemieRichards feature. A minimum of 30 days must pass before she can complete it. You are 10 too early! (I am joking RR plz no hurt me) |
@GunHog Before I can complete it? IT'S BEEN COMPLETE FOR DAYS. |
Where is Raz when you need him? |
7.6/10 its ok |
happening |
DUDUDUDUDUH |
Now, we just need someone to add a procedure of gluying all borg pieces onto a special frame and adding brain/posibrain with some blood for identity, and voila, you can hide on derelict in a base with one way teleporter, abducting crew and replacing them for fun and profit. |
Changes
Synth Species
disguise_fail_health
their synthflesh falls off partially, revealing their metal skeleton beneath/synth/military
subtype has in built armour (25) and increased punch damage (+10)Damaged skin (Correctly handles species)
Base
icon_state
adapted from Bay's IPCs, synthflesh automatically created from existing icons via code.Idea adapted from https://tgstation13.org/phpBB/viewtopic.php?f=9&t=5212&p=134868#p134868
I spoke with GUN_HOG about him using this species datum for the constructed synths in the thread.
This can be used to have people spawn as their characters, and then become some kind of Synth Antag so they're still their character, but technically a synth.
🆑
add: Adds a Synth Species
add: Species can now react to being force set by admins, used for Synth species
/:cl: