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鈥檒l occasionally send you account related emails.

Already on GitHub? Sign in to your account

You Are Two mutation #59278

Closed
wants to merge 6 commits into from
Closed

You Are Two mutation #59278

wants to merge 6 commits into from

Conversation

tralezab
Copy link
Contributor

@tralezab tralezab commented May 23, 2021

About The Pull Request

Makes you two.

You have two bodies, they both do what you're doing, or at least attempt to.

You have an ability to swap focus on which body, which lets you do some fine manipulation I can't replicate with signals.

Advantages of this:

If you can keep them close together (try walking into walls), you basically get to attack with two people
One can "save" the other
Equip em both with stuff, you have two fellas worth of space
Be in two places at once... I mean, slime split is probably better for this, but what do I know?

Disadvantages of this:

Both have to stay alive
Where the fuck is the other one
Both have to stay alive
Controlling two people at the same time
Both have to stay alive
Dear god

  • hook more signals for attacking, and other stuff
  • make one dying kill the other
  • add an achievement for escaping with two
  • add some sanity for not getting another "you are two" mutation on the other
  • ...copy some more stuff over like mutations and traumas? they should actually be copies, or else this is just hars heal trick again
  • so a solution for the above was devised, BUT: i must refactor mutations and traumas to split behavior on "first applied" and "enabled" as to not have weird stacking/repeating effects that shouldn't when i transfer a mutation to a new person without exploits. same for traumas, most likely. maybe make a proc for this?
  • implement a way to prevent overlapping... you know, to make it more interesting.

p.s. I would have hooked more signals before pr'ing this but something came up and I wanna farm upvotes while i'm away. #honesty

Why It's Good For The Game

This seems like an incredibly fun concept for a mutation. Also, that achievement has GOT to happen. Who is up for a challenge?

Changelog

馃啈
add: New mutation: You Are Two!
/:cl:

@tgstation-server tgstation-server added the Feature Exposes new bugs in interesting ways label May 23, 2021
@Fikou

This comment has been minimized.

@NoxVS
Copy link
Contributor

NoxVS commented May 23, 2021

How does this interact with one or both being a slimeperson?

@tralezab
Copy link
Contributor Author

Mmm... probably not well. I should make a mind transfer blocked trait. Or try it out in game first

@ShibaInuLord
Copy link

i cant believe jacob and esau are in ss13 now

@maxymax13
Copy link
Contributor

if you speak into common does it show up twice 馃

@tralezab
Copy link
Contributor Author

tralezab commented May 23, 2021

Yes (provided both have radios)

@D4C-420
Copy link
Contributor

D4C-420 commented May 23, 2021

It鈥檚 all fun and games until someone makes a tainted you are two mutation.

@tgstation-server tgstation-server added the Sprites A bikeshed full of soulless bikes. label May 23, 2021
@tralezab
Copy link
Contributor Author

this is great
image

@TemporalOroboros
Copy link
Contributor

This doesn't look like the other gets the mutations of the original. Could that let you stack this basically infinitely?

@tralezab
Copy link
Contributor Author

I'm still thinking of a good solution for that. Probably going to involve simply making the other immutable.

@optimumtact
Copy link
Member

this is going to be buggier than dullahans

@tralezab
Copy link
Contributor Author

Honestly if dullahans used signals like I am they wouldn't be buggy, so I have faith on making this work

reviving.adjustCloneLoss(70)

///called when the one moves
/datum/mutation/human/you_are_two/proc/on_pre_move(datum/source, atom/newloc)
Copy link
Contributor Author

Choose a reason for hiding this comment

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

note to self: not deep enough, still checking if movement is possible

@optimumtact

This comment has been minimized.

@tralezab
Copy link
Contributor Author

Well... If I keep it modular, may we at least try? If I pull this off, this will be pretty fucking rad

@D4C-420
Copy link
Contributor

D4C-420 commented May 23, 2021

Oh yeah how does this work with mutadone. If one gets gibbed or dusted do they both? For revival do they both have even be in the original body? How is health displayed to the player. Inventory as well. . Do rev heads who have a clone off and on station count as on? Do spells/ gene/ ling/ body augments get carried over to the clone? going on here but these are just some interactions I thought up.

@tralezab
Copy link
Contributor Author

Oh yeah how does this work with mutadone.

copy will be immutable, original will lose the mutation and lose their copy. Hell, maybe I should make the mutations pass between humans when you switch... interesting thought, i may pursue!

If one gets gibbed or dusted do they both?

Yes!

For revival do they both have even be in the original body?

For things that revive you, you must be in your body. one will revive when the other does.

How is health displayed to the player. Inventory as well.

You have an ability to swap to the other body (making your original copy your movements) to do fine tuning like that

Do rev heads who have a clone off and on station count as on?

The mind will follow the active one, making the rev considered as abandoning if it is actively using the off station clone. Either useless or forfeit, but either way they both die when the one onstation gets killed so i'm not worried!

Do spells/ gene/ ling/ body augments get carried over to the clone?

The big deliberation i've been having. Yeah, i'll make mind specific stuff carry over. I know spells already do, but lets also do genes. Lings will follow automatically. body augments won't.

going on here but these are just some interactions I thought up.

it actually helps to think of edge cases here so thank you

@MMMiracles
Copy link
Contributor

i can't wait to play my favorite binding of isaac character, jacob & esau

@Wallemations
Copy link
Contributor

Wallemations commented May 24, 2021

IMAGINATION GREENTEXT!!
image0

@tralezab
Copy link
Contributor Author

So let me just say right now

This is going better than I thought it would

@OceanFish1
Copy link

This is great.
If it works I won't become back my money

@Colovorat
Copy link
Contributor

Reintroduce dullahans Pog

@Farquaar
Copy link
Contributor

this is great
image

  1. Give yourself the mutation
  2. Line up the HoPline
  3. Waste the HoP's time and clog up the line
  4. Profit?

@tralezab
Copy link
Contributor Author

tralezab commented May 24, 2021

@Farquaar
I've been messing around with the double attacks, and they're really fun. Even traversing a basic room is interesting because one of you gets stuck on some object at a certain point, and you have to line up to go through doors.

@ghost
Copy link

ghost commented May 24, 2021

Dullahans were made by someone who sucks ass at coding so there's a bit of a difference there


/datum/award/achievement/misc/double_escape
name = "Double Escape"
desc = "Escape alive with the \"You are Two\" mutation. Not so easy now, is it?"
Copy link
Contributor

Choose a reason for hiding this comment

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

It is if you take the mutation three seconds before arriving on centcom. Maybe add a minimum time aswell?

Copy link
Contributor Author

Choose a reason for hiding this comment

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

sure

@Red-byte3D
Copy link
Contributor

how is this gonna work with radstorm / monkeys

@tralezab
Copy link
Contributor Author

All mutations that happen to the other are transferred to the one, and whenever the one switches to the other, the mutations follow the one.

@Red-byte3D
Copy link
Contributor

Red-byte3D commented May 24, 2021

well if you let monkeys have this wont it allow xenobio to infinetly farm monkeys

@tralezab
Copy link
Contributor Author

Yeah I can remove the mutation on monkify, if it doesn't do that already. Can... monkeys use all mutations?

@Red-byte3D
Copy link
Contributor

Yeah I can remove the mutation on monkify, if it doesn't do that already. Can... monkeys use all mutations?

i dont think monkeys can use it on themselves but i meant mroe as in just get 1 monkey, twoifiey it and then kill the second one and claim it with xeno machine to get it stored on the computer and repeat

@tralezab
Copy link
Contributor Author

@InsaneRed I'm pretty sure there are easier ways to get monkeys that that, but the other part is that if one of the two is gibbed the other one is too... or should be!

@tralezab
Copy link
Contributor Author

heh. heheh. Ybeert Ewolram,

image

@moocowswag
Copy link
Contributor

moocowswag commented May 24, 2021

I can see one bug / anomaly that might form when a splitty slime person with this mutation activated splits.

Activated mutations are also activated on new bodies when a slime person splits so you could end up with double the bodies on each split or some sort of glitchy mess.

Also if you are controlling both bodies at the same time how does that work with spells / mutations that provide an active ability.

Take firebreath for example, will both bodies fire a fireball at the same time or will the one youre controlling fire, and if only one of them fires will both bodies go on cooldown for firebreath or only one of them?

@tralezab
Copy link
Contributor Author

It is possible to lock mutations to species, I could simply lock them to roundstart species only and that'd go a long way towards preventing weird stuff with other species. Which would also fix the monkey issue.

@SmArtKar
Copy link
Contributor

Hm, how will this work with changelings? I suspect that changeling's revival might be broken with them

@tralezab
Copy link
Contributor Author

tralezab commented May 25, 2021

Should work as intended. One reviving revives the other... though your other will take clone damage if they cannot revive with the damage they've taken

@tralezab
Copy link
Contributor Author

this was genuinely fun to work on, but there's /just/ too many variables to consider. The other body basically needs to not be able to be possessed, and into anything inhuman, be duplicated, etc etc etc. I think I could get it to be stable enough given enough time, but

@tralezab tralezab closed this May 25, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Feature Exposes new bugs in interesting ways Sprites A bikeshed full of soulless bikes.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet