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The big ayylmao improvement PR #1621
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## About The Pull Request Just swaps the Hemo and Retractor steps to make it more in line with other surgeries ## Why It's Good For The Game This might just be me but I always forget that the order is different and it throws off my muscle memory ## Changelog :cl: qol: Abductor organ surgery steps shifted around to match other surgeries /:cl:
…ayed down (#75524) ## About The Pull Request This gives the abductor surgery table a buckle angle, so buckled humans lie down on it properly. This wasn't an issue for sleeping test subjects, but awake ones would look like they're standing on the table instead of buckled. This also changes a the table's can_buckle boolean arg from a 1 to a TRUE, because I was right next to it. ## Why It's Good For The Game Reduces confusion, goofiness, etc. ## Changelog :cl: Rhials fix: Humans who wake up buckled to the abductor surgery table will no longer look as if they are standing on it. /:cl:
…baton) (#75561) Abductors can now use any baton instead of just their special baton. Abductors are a bit fucked if they lose their baton and are unable to buy one from their shop. Sure they can just use flashes or maint-fu but those methods are hard and or unreliable. (if they manage to lose their baton, they probably aren't that robust anyways). This PR gives more leeway if you fuck up as an abductor. :cl: balance: The mothership which abductors came from has worked very hard to train their field agents how to use batons from their specimen's habitat /:cl: --------- Co-authored-by: san7890 <the@san7890.com>
…abductor_gear.dm (#76101) Three new items have been added to the abductor credit store. One carries concrete utility, with the other two being useful for pranking/mind games. The first is an alien hypertool with toolsets for either hacking or surgery equipment. Toggle by right-clicking the item in your hand!  This can be an equipment upgrade, or replacement, for either member of the team. It costs 2 research credits to purchase. Also on the list of new stuff to buy (and stuff shown in the gif above) -- You can spend extra points on abductorized versions of existing posters. They can be used as decoration, or to troll and assert dominance over the crew. You can also buy a cow. It comes with some wheat. Now, let's talk about all of the impulsive code changes I made while making this PR: - abduction_gear.dm has been split up into abductor_clothing.dm, abductor_items.dm, and abductor_structures.dm because the file was getting huge and I didn't want to make it bigger. - There is now a runtime prevention check for trying to probe non-humanoid subjects (like a cow). - The abductor shop now uses defines for its categories, and uses lists for build paths similarly to cargo crates. Lastly, to facilitate the hanging of posters on the abductor ship, posters can now be placed on indestructible walls. The code associated with hanging posters (/turf/closed/wall/proc/place_poster) has been moved to the /turf/closed level. The scope of this PR kind of spiraled out of control with the file splitting and the change to indestructible walls, I'm hoping it isn't too much. As for the spritework, most of it was done through the cannibalization and recycling of other, existing sprites. Things may not look good (I'm a coder not a spriter!) and I am open to interjections on what can be improved. The hypertool allows for both the scientist and agent to replace their lost tools (with the same toolspeed), as well as upgrade their current toolset if they have the spare points. Many use cases, all for the same 2 credit package. The posters, while providing no mechanical advantage, are a nice decoration (for an otherwise cramped, totally undecoratable ship) or way of rubbing your success in the noses of the crew. The cow is a dual-purpose psychological support/hindrance tool. He can keep you from getting lonely on the mothership, or be beamed down to the crew to annoy them. Each of these are luxury items that give thriving abductor teams something to spend their excess credits on. :cl: add: The abductor equipment vendor now offers a hacking/medical hypertool, at a price of 2 research points. add: The abductor equipment vendor now sells decorative abductor posters, at a price of 1 research point. add: The abductor equipment vendor now sells a cow, at the price of 1 research point. fix: Fixes a runtime when trying to probe non-human mobs. image: Some abductorized versions of existing wall posters and an alien hypertool. code: The abductor shop listings now use lists of items, rather than single build paths. code: The abductor_gear.dm file has been split up into a few different files. code: Posters can now be hung on indestructible walls. /:cl:
- Abductor Baton Recall now starts linked to the Abductor's Baton - Did some misc. spell changed to the abductor baton recall to make it less spell-like - Fixes Instant Summon's name not changing to "Recall whatever item" when an item is marked - Instant Summons now displays the item marked on the button Having to mark the abductor baton is bad UX, when making it start marked is pretty trivial. Also this just helps it be a lot more obvious what is linked to what if you end up having more than one instant summons known. :cl: Melbert qol: Abductor Baton Recall now starts linked to their baton, and you can no longer unlink your baton qol: Instant Summons now shows what item is marked over the icon fix: Fixes Instant Summon's name not updating when marking an item /:cl:
…rs more resilient to wirecutters (#81924) ## About The Pull Request Posters now drop into your hand when you cancel the hanging process, or snip them down with wirecutters. If they can't drop into your hands, they go to the floor. Oh, also, this makes it so that abductor wirecutters (or any wirecutters with a toolspeed better than 0.2 in case of varedits/future additions) are too weak to cut down abductor posters. ## Why It's Good For The Game Posters getting dropped to the ground when cancelling the hanging process has always really annoyed me and I want it to not happen anymore. If you want to get those unsightly abductor posters out of your department you'll have to loot the abductor scientist first (or just take the wall down but that's admitting defeat). ## Changelog :cl: Rhials qol: Posters now return to your hand when the hanging process is cancelled, or they are snipped down. qol: Abductor posters can now only be cut down with abductor-tier wirecutters. /:cl:
I personally like abductors being able to use brainwash surgery as its something to do once they have all their objectives, it takes a while to do |
not really considering how fast their tools are, altho that gives me an idea, they can only do it once their objectives are complete? |
@wraith-54321 I made it so they can do brainwashing after they've did 3 abductions if you want a lore/IC reason, their superiors want them to just focus on their main task, but give them more freedom after they've proven somewhat competent |
This seems like it'll fix most problems with abductors, great job! |
Got team abductors. Was not able to send people back with experimentation machine. Someone really should look into this, because it is in fact giving abductors ability to RP and all, but loses the main abductor gameplay part with the abducting (you basically can't get points and achieve your goals). |
This is literally abductor breaking and should either provide a fix or be reversed - it's pretty bad!!! |
@Bastian0930 #1861 was just merged a bit ago |
Thank you for the quick fix! I'm gonna have to token into abductors soon. Every other part of this looks great! |
@Bastian0930 to be fair i procrastinated on fixing it for a while until I had an "oh shit i should look into this" moment last night |
About The Pull Request
Ports the following PRs, plus some of my own improvements, with the intent of making abductors more fun for the victims and expanding RP opportunities:
NOTE: the abductor baton recall has been removed
Why It's Good For The Game
Abductors are in a ... weird place right now. They're kinda hard to RP, due to the fact they have very little way of communicating, and some of their experiments can very easily fuck crew over, which is kinda dumb for advanced aliens "experimenting and observing"
Testing Evidence
Screenshots
Changelog
🆑
add: Abductors are now capable of sign language.
balance: Abductors no longer have access to Necrotic Revival surgery.
balance: Abductors can only do brainwashing surgery after they've completed 3 abductions.
del: Removed the transformation (anthropmorphic transmorphosizer) abductor gland.
del: Removed the spider (araneae cloister accelerator) abductor gland.
qol: Blood randomizer (pseudonuclear hemo-destabilizer) abductor glands will now revert the victim's blood to its original type when removed.
add: Abductor scientists now spawn with a combat defibrillator.
balance: Ventcrawling (pliant cartilage enabler) abductor glands now grant the user full pressure+air immunity while inside of the pipes.
balance: Trauma (white matter randomiser) abductor glands now are much less likely to result in deep-rooted traumas, and grant the victim an increased likelihood of gaining special traumas from a lobotomy. In addition, if the victim is asleep/unconscious, any new traumas gained will never be deep-rooted.
balance: Abductors now have true night vision, can fireman carry people quicker, and have no genes.
balance: Abductors now inherently understand all languages.
balance: Abductors take half damage from unsafe temperatures.
balance: Slimes spawned from their abductor gland (gastric animation galvanizer) will not ooze.
fix: If a slime gland is extracted from someone who had the slime faction anyways beforehand, it won't remove the faction from them afterwards.
balance: Plasma (effluvium sanguine-synonym emitter) abductor gland victims can now safely breathe plasma.
qol: (DaydreamIQ) Abductor organ surgery steps shifted around to match other surgeries.
fix: (Rhials) Humans who wake up buckled to the abductor surgery table will no longer look as if they are standing on it.
balance: (Singul0) The mothership which abductors came from has worked very hard to train their field agents how to use batons from their specimen's habitat.
add: (Rhials) The abductor equipment vendor now offers a hacking/medical hypertool, at a price of 2 research points.
add: (Rhials) The abductor equipment vendor now sells decorative abductor posters, at a price of 1 research point.
add: (Rhials) The abductor equipment vendor now sells a cow, at the price of 1 research point.
fix: (Rhials) Fixes a runtime when trying to probe non-human mobs.
image: (Rhials) Some abductorized versions of existing wall posters and an alien hypertool.
code: (Rhials) The abductor shop listings now use lists of items, rather than single build paths.
code: (Rhials) The abductor_gear.dm file has been split up into a few different files.
code: (Rhials) Posters can now be hung on indestructible walls.
qol: (Melbert) Instant Summons now shows what item is marked over the icon.
fix: (Melbert) Fixes Instant Summon's name not updating when marking an item.
qol: (Rhials) Posters now return to your hand when the hanging process is cancelled, or they are snipped down.
qol: (Rhials) Abductor posters can now only be cut down with abductor-tier wirecutters.
tweak: (EvilDragonfiend) Abductor gland storage now uses smartfridge UI instead of too-alieny-UI.
balance: (EvilDragonfiend) Gland names will be revealed when these are in abductor's new organ storage.
tweak: (EvilDragonfiend) Abductor gland storage now has 2~7 glands per each at starting.
qol: (EvilDragonfiend) Broken glands will be restored once you put these into a new storage (old one doesn't work).
/:cl: