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[READY] Adds rabbit infusion to genetics #79698
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rabbit girls? really? |
@LemonInTheDark is there a problem? |
BRO THEY DON'T EVEN DO ANYTHING IT'S JUST VISUAL |
@LemonInTheDark good idea, lemme use da tastes system rq |
GOOOOF |
Do I get good luck if I chop off their feet |
LITERAL FETISH CONTENT |
wait I thought this person made bad PRs what |
not opposed to this but DNM until the infusion has unique effects (fox infusion is no excuse) |
goof. what in the actual fuck. you forgot to make them lay eggs. |
all you have to do is make it so you can jump up a z-level or something. come on the ideas are already there |
@MrMelbert ya im working on it, will ping u when its done |
Giving the ears love of carrots and the tail the ability to do the climbing rope thing would be really funny and give it an actual usecase for miners on icebox |
give them jump boot ability but they get 2x damage from bullets (hunting rabbits) |
I love the furry fanfic creator machine from ss13, it just does so much to make me accept the in game universe as cohesive, consistent, and interesting! |
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the jumping over doors + windows feature needs to be removed. this has been enabling a wave of tiders who are literally impossible to detain. you cannot gulag them, they will jump over the doors/ over the lava. you cannot put them in a cell, they will jump over the windoor. you cannot permabrig them, they will jump over the doors. the only option when you have a rabbitperson criminal is to kill them. this is like when ashen passage didn't require a focus, except this time it's non-antagonists who have a power to escape everything short of a 1x1 solid wall box. |
this is of course on top of it just being an insanely unrivaled tiding tool, not just a security problem. |
once again, per my last messages, jumping over doors was a bug, it has been fixed on the latest version, i asked them to update the TM and they did not |
there appears to be a bug with dwarfism and rabbit jumping. after you do your rabbit jump, you are no longer able to climb over tables with dwarfism powers |
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Mostly small stuff but I do think it probably needs correcting before we're done
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/obj/machinery/dna_infuser/proc/pick_limb(mob/living/carbon/human/target) | ||
if(!infusing_into) | ||
return FALSE |
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Returning obj | FALSE
is a weird pattern, these should probably just be return null
and then we can isnull
in the proc above
@@ -0,0 +1,222 @@ | |||
#define BUNNY_HOP "bunny_hop" | |||
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/datum/action/cooldown/spell/bunny_hop |
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Wait what is this getting from being a spell that it doesn't just get from action/cooldown
?
button_icon_state = "jetboot" | ||
cooldown_time = 7 SECONDS | ||
spell_requirements = NONE | ||
var/mob/living/carbon/human/last_caster |
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Var is undocumented but also seems to be unused?
/datum/action/cooldown/spell/bunny_hop/proc/end_jump(mob/living/jumper) | ||
jumper.remove_filter(BUNNY_HOP) | ||
jumper.layer = initial(jumper.layer) | ||
jumper.pass_flags = initial(jumper.pass_flags) |
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Might want to cache their original pass flags so we're not clearing ones they already had from something else but didn't have on round start
Pain in the ass that these can't have sources but there we are 😔
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Yes, you need to use passtable_off
for passtable specifically or you will reset stuff like dwarfism. #79698 (comment)
mover.balloon_alert_to_viewers("smashed through!") | ||
bunny.apply_damage(damage = rand(5,15), damagetype = BRUTE, wound_bonus = 15, bare_wound_bonus = 25, sharpness = SHARP_EDGED, attack_direction = get_dir(windoor, oldloc)) | ||
new /obj/effect/decal/cleanable/glass(get_step(bunny, bunny.dir)) | ||
for(var/obj/structure/grille/grille in get_turf(bunny)) |
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Any reason not to just call break_grilles
here? It's not hot enough that it seems like we'd care about proc call overhead.
jumping_power.active_overlay_icon_state = null | ||
jumping_power.panel = "Genetic" | ||
jumping_power.Grant(new_head_owner) | ||
new_head_owner.AddElement(/datum/element/waddling, WADDLE_HOP) |
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Assume you'd have run into it in testing but I am surprised this doesn't runtime, I'd have expected that the second leg would trigger a signal overridden runtime as it adds the element again.
sniffing_power.background_icon_state = "bg_tech_blue" | ||
sniffing_power.base_background_icon_state = sniffing_power.background_icon_state | ||
sniffing_power.active_background_icon_state = "[sniffing_power.base_background_icon_state]_active" | ||
sniffing_power.overlay_icon_state = "bg_tech_blue_border" | ||
sniffing_power.active_overlay_icon_state = null | ||
sniffing_power.panel = "Genetic" |
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This seems a bit silly, just make a subtype they are free
@@ -67,12 +67,13 @@ | |||
icon_state = "kitty" | |||
visual = TRUE | |||
damage_multiplier = 2 | |||
var/ear_to_use = "Cat" |
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I haven't gone through every var and said "you should doc these" (although you probably should) but this one seems important because it's not intuitive that you'd need to specify that cat ears are not rabbit ears, given that it says that they are cat ears
Boy oh boy I can't wait till this becomes a permanent merge. Really enjoyed it while it was around. |
cast_on.pass_flags |= PASSTABLE|PASSGRILLE|PASSWINDOW|PASSMACHINE|PASSSTRUCTURE | ||
RegisterSignal(cast_on, COMSIG_MOVABLE_MOVED, PROC_REF(break_glass)) | ||
else | ||
cast_on.pass_flags |= PASSTABLE|PASSGRILLE|PASSMACHINE|PASSSTRUCTURE | ||
RegisterSignal(cast_on, COMSIG_MOVABLE_MOVED, PROC_REF(break_grilles)) |
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PASSTABLE
must be handled with passtable_on
cast_on.pass_flags |= PASSTABLE|PASSGRILLE|PASSWINDOW|PASSMACHINE|PASSSTRUCTURE | |
RegisterSignal(cast_on, COMSIG_MOVABLE_MOVED, PROC_REF(break_glass)) | |
else | |
cast_on.pass_flags |= PASSTABLE|PASSGRILLE|PASSMACHINE|PASSSTRUCTURE | |
RegisterSignal(cast_on, COMSIG_MOVABLE_MOVED, PROC_REF(break_grilles)) | |
cast_on.pass_flags |= PASSGRILLE|PASSWINDOW|PASSMACHINE|PASSSTRUCTURE | |
RegisterSignal(cast_on, COMSIG_MOVABLE_MOVED, PROC_REF(break_glass)) | |
passtable_on(cast_on, BUNNY_HOP) | |
else | |
cast_on.pass_flags |= PASSGRILLE|PASSMACHINE|PASSSTRUCTURE | |
RegisterSignal(cast_on, COMSIG_MOVABLE_MOVED, PROC_REF(break_grilles)) | |
passtable_on(cast_on, BUNNY_HOP) |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Unstale this content the community is raging and demanding their bunny infusions back |
This. We want our bnnuy back please! |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
stale b gone |
DONT LET THIS DIE GOOF!!!!!!!!!! |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
goof... plesae... |
Maybe we will get this by new years... MAYBE. |
obviously dead PR |
I LOVED THIS |
About The Pull Request
Adds a rabbit infusion to Genetics. Infusing rabbits causes you to be able to jump long distances, become a vegetarian, give good hugs, and upset the geneticist.
Why It's Good For The Game
Expanding the genetics infusion system is good for Genetics gameplay.
Changelog
🆑 Iamgoofball, sprites from Honkpocket
add: Adds a rabbit infusion to Genetics. Infusing rabbits causes you to be able to jump long distances, become a vegetarian, give good hugs, and upset the geneticist. Finishing the Rabbit Mutant infusion entry will flag you as a non-human on medical scanners.
add: Rabbits now hop around.
fix: You can no longer infuse holographic creatures to generate infinite infusions.
/:cl: