TheSwain / Fulpstation

Fulpstation's downstream of TG
https://fulpstation.com
GNU Affero General Public License v3.0
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Alien Nuclear Operatives (Again) + Welding Shield Eyes as Uplink items #486

Closed SgtHunk closed 4 years ago

SgtHunk commented 4 years ago

About The Pull Request

This allows non-human races to become Nuclear Operatives (instead of being forced into human) And I also added Welding Shield Eyes in a one-use Autosurgeon Syndicate implant, for traitors in case they want a more stealthy approach regarding their flash protection. Or don't want to get fucked over by flashes because they bought thermals.

Why It's Good For The Game

image image image

Beefmen Ops will be real, and Traitors/Nukies will be able to become flashproof while still keeping their stealth certain to a degree.

Changelog

:cl: add: Added support for Alien Nuclear Operatives. (They spawn with Iron/Salbutamol because otherwise beefmen/plasmemes will die quicker. Don't blame me, blame Franklin. add: Added Plasmeme hardsuits, more costly, limited stock but pressureproof and no slowdown. Now you won't burn to death on Combat mode, Operative. imageadd: added Plasmeme Syndicate envirosuits, and Plasmeme Syndie Hardsuits. /:cl:

GuillaumePrata commented 4 years ago

Plasmamen aren't spawning properly with the internals then? And Beefman probably need a fix for how they work too, but I don't understand much about their mechanics.

SgtHunk commented 4 years ago

Plasmemes spawn properly, the main issue is the leader (He has both hands busy because of the war declare + nuke code papers, but normal plasmeme operatives spawn with the plasma tank in hand activated so those work) That's the main reason for the salbutamol, so they can activate internals

ATH1909 commented 4 years ago

Playing a plasmaman nukie looks like it'd be absolutely hellish, what with your 1.5x brute and burn multipliers and all.

SgtHunk commented 4 years ago

You live by the plasmeme life you die by the plasmeme life

ATH1909 commented 4 years ago

Will a plasmaman who's wearing a combat hardsuit catch on fire if they switch from EVA mode to combat mode?

SgtHunk commented 4 years ago

Does seem like it, considering how to toggle EVA/Combat you need a helmet up which does fuck up plasmemes more Honestly any antag with plasmemes just ends up being hard mode

ATH1909 commented 4 years ago

Does seem like it, considering how to toggle EVA/Combat you need a helmet up which does fuck up plasmemes more Honestly any antag with plasmemes just ends up being hard mode

I mean, I think they'd just take their robotics helmet off and then flip their combat hardsuit's helmet on while under a shower.

What I'm asking is: Once you have your combat hardsuit's helmet up, do you have to keep it in EVA mode 24/7 to avoid catching on fire, or will combat mode still protect you?

ATH1909 commented 4 years ago

And there's a difference between "hard mode" and "has a 1.5x brute and burn modifier, as well as either hardsuit slowdown (making them practically sitting ducks to literally anyone with a ranged weapon) or basically no armor (if they opt to forgo using their combat hardsuit entirely)".

SgtHunk commented 4 years ago

oh god combat mode doesn't offer the protection to make plasmemes not catch on fire (and this getting set on fire bypasses the elite hardsuit's temp-proofing so plasmemes are fucked either way) will see if I can code in plasmeme-exclusive hardsuits to compensate for this

ATH1909 commented 4 years ago

oh god combat mode doesn't offer the protection to make plasmemes not catch on fire (and this getting set on fire bypasses the elite hardsuit's temp-proofing so plasmemes are fucked either way) will see if I can code in plasmeme-exclusive hardsuits to compensate for this

Nice, thanks.

Thought here- what if, instead of adding a new hardsuit for plasmaman ops, you just let syndicate masks count as a plasmaman helmet for plasmaman "do I burst into flames" checks?

Like, you could go to this file https://github.com/tgstation/tgstation/blob/master/code/modules/mob/living/carbon/human/species_types/plasmamen.dm and change these two lines

    var/atmos_sealed = CanIgniteMob(H) && (isclothing(H.wear_suit) && H.wear_suit.clothing_flags & STOPSPRESSUREDAMAGE) && (isclothing(H.head) && H.head.clothing_flags & STOPSPRESSUREDAMAGE)
    if(!atmos_sealed && (!istype(H.w_uniform, /obj/item/clothing/under/plasmaman) || !istype(H.head, /obj/item/clothing/head/helmet/space/plasmaman) || !istype(H.gloves, /obj/item/clothing/gloves)))

to be

    var/atmos_sealed = CanIgniteMob(H) && (isclothing(H.wear_suit) && H.wear_suit.clothing_flags & STOPSPRESSUREDAMAGE) && ((isclothing(H.head) && H.head.clothing_flags & STOPSPRESSUREDAMAGE) || istype(H.wear_mask, /obj/item/clothing/mask/gas/syndicate))
    if(!atmos_sealed && (!istype(H.w_uniform, /obj/item/clothing/under/plasmaman) || (!istype(H.head, /obj/item/clothing/head/helmet/space/plasmaman) && !istype(H.wear_mask, /obj/item/clothing/mask/gas/syndicate)) || !istype(H.gloves, /obj/item/clothing/gloves)))

.

SgtHunk commented 4 years ago

that works, I'll try to implement it along with some slight changes towards the envirosuit + the fix

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