Adds nugget and corpse and lets nuggets move#851
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| /datum/quirk/nugget | ||
| name = "Nugget" | ||
| desc = "An accident caused you to lose ALL of your limbs. There's no way your insurance payed for all those prosthetics!" | ||
| value = -1 | ||
| var/slot_string = "limb" | ||
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| /datum/quirk/nugget/on_spawn() | ||
| var/mob/living/carbon/human/nuggeted = quirk_holder | ||
| for(var/X in nuggeted.bodyparts) | ||
| var/obj/item/bodypart/BP = X | ||
| if(BP.body_part != HEAD && BP.body_part != CHEST) | ||
| if(BP.dismemberable) | ||
| BP.dismember() | ||
| if(nuggeted.buckled) | ||
| nuggeted.buckled.unbuckle_mob(nuggeted) | ||
| nuggeted.suppress_bloodloss(1800) //stop them from bleeding out | ||
| nuggeted.update_body_parts(TRUE) | ||
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| /datum/quirk/nugget/post_add() | ||
| to_chat(quirk_holder, "<span class='boldannounce'>What cruel twist of fate has led to you arriving aboard a space station with no limbs?") | ||
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| /datum/quirk/corpse | ||
| name = "Corpse" | ||
| desc = "Something terrible happened on the shuttle to the station, you arrive dead as a doornail!" | ||
| value = -1 | ||
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| /datum/quirk/corpse/post_add() | ||
| to_chat(quirk_holder, pick("<span class='boldannounce'>F", "<span class='boldannounce'>RIP", "<span class='boldannounce'>RIP in peace", "<span class='boldannounce'>RIP in pepperoni", "<span class='boldannounce'>You were THIS close to surviving")) | ||
| quirk_holder.adjustFireLoss(200) | ||
| quirk_holder.adjustBruteLoss(200) | ||
| quirk_holder.adjustToxLoss(200) | ||
| quirk_holder.adjustCloneLoss(200) |
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New quirks should be in the modular file at the bottom
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| /datum/quirk/nugget/on_spawn() | ||
| var/mob/living/carbon/human/nuggeted = quirk_holder | ||
| for(var/X in nuggeted.bodyparts) |
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| for(var/X in nuggeted.bodyparts) | |
| for(var/obj/item/bodypart/BP in nuggeted.bodyparts) |
There's a built-in type check, you don't need that second variable
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compiler would cry would it not? its calling a variable thats exclusive to a bodypart afterwards without an implicit type, unless byond is smart enough to see the listtype and not error out
| var/ignore_legs = get_leg_ignore() | ||
| var/in_stasis = IsInStasis() | ||
| var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !in_stasis && (has_arms || ignore_legs || has_legs) | ||
| var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !in_stasis |
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This feels like it's going to change some things in a weird way, but I can't immediately say what
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I think the weirdness is intentional: it lets nuggets crawl around now. I thought carefully and couldn't come up with anything else it would affect offhand.
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check wheelchair movement to make sure it doesn't just break them. Don't think it will but thats the only thing i can think of
| quirk_holder.adjustFireLoss(200) | ||
| quirk_holder.adjustBruteLoss(200) | ||
| quirk_holder.adjustToxLoss(200) | ||
| quirk_holder.adjustCloneLoss(200) |
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How will they be revivable? I don't believe you can treat clone damage on a corpse and you can't defib at ~150 damage or so
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Fixed, now it's just a shitload of brute.
| BP.dismember() | ||
| if(nuggeted.buckled) | ||
| nuggeted.buckled.unbuckle_mob(nuggeted) | ||
| nuggeted.suppress_bloodloss(1800) //stop them from bleeding out |
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Is this a timed proc?
Or if it's not, does it have any affect on a living person that is then treated?
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It simply de-limbs you upon spawn in comedic fashion. If you manage to get patched up, you can go on to have a normal round. If that's worth the 1 point, they can have at it, haha. Or if even that is a problem for some reason I can make it a 0 point quirk.
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| /datum/quirk/nugget/on_spawn() | ||
| var/mob/living/carbon/human/nuggeted = quirk_holder | ||
| for(var/obj/item/bodypart/BP in nuggeted.bodyparts) |
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i'd personally prefer if this was called something like bodypart and not BP, same reasoning as single letter variables
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Finally got this updated |
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looks good |
About The Pull Request
This PR adds the quirks nugget and corpse.
Nugget immediately delimbs you, so you spawn with no limbs, nearly helpless.
Corpse immediately kills you on spawn.
Delimbed creatures are now allowed to very slowly crawl, so they aren't entirely immobile.
Why It's Good For The Game
Mainly, goon had it.
They're both very funny quirks. They're only worth 1 point so you can't really powergame them. They can enable some silly gimmicks.
Nuggets being able to crawl gives less of a sense of loss of control which makes it less frustrating to players.
Testing Photographs and Procedure
Details
Spawn as a nugget, you should see (and hear) your limbs fly off. But your bleeding will be stopped and you'll be able to crawl around. Spawn as a corpse, you'll get to move 2-3 steps before you drop dead.Changelog
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add: Two new negative quirks, nugget and corpse! Now you can roleplay your favorite dead limbless character, finally!
/:cl: