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| if(isliving(mover)) | ||
| var/mob/living/moving_mob = mover | ||
| if(HAS_TRAIT(moving_mob, TRAIT_PASS_THROUGH_WALLS) && (get_area(moving_mob) == get_area(src))) | ||
| if(HAS_TRAIT(moving_mob, TRAIT_PASS_THROUGH_WALLS)/* && (get_area(moving_mob) == get_area(src))*/) |
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not sure if the area check (gargoyles passing thru walls can only travel thru walls within a particular area, not go from area to area, for ex, they cant go from the sewers into the chantry) is a lore thing or a balance thing so might need a ruling on that...
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Balance. It also prevents people from walking out into space/unintended parts of the map. Its kinda required unless we map better.
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| if(level >= 4) | ||
| owner.physiology.brute_mod *= 0.8 | ||
| owner.physiology.heat_mod *= 0.5 | ||
| //owner.physiology.clone_mod *= 0.9 | ||
| //ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, TRAIT_GENERIC) | ||
| ADD_TRAIT(owner, TRAIT_NOSOFTCRIT, DISCIPLINE_TRAIT) | ||
| if(!(owner.is_clan(/datum/subsplat/vampire_clan/gargoyle))) | ||
| ADD_TRAIT(owner, TRAIT_MASQUERADE_VIOLATING_FACE, DISCIPLINE_TRAIT) |
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In most code rn this is done on the gain of the disc power instead...
| if(level >= 4) | ||
| owner.physiology.brute_mod *= 0.8 | ||
| owner.physiology.heat_mod *= 0.5 | ||
| //owner.physiology.clone_mod *= 0.9 |
| if(!(owner.is_clan(/datum/subsplat/vampire_clan/gargoyle))) | ||
| ADD_TRAIT(owner, TRAIT_MASQUERADE_VIOLATING_FACE, DISCIPLINE_TRAIT) |
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I dont see a reason to have a check for gargy here. The point of trait sources is so we can apply them with overlap like this.
| for(var/mob/living/player in GLOB.player_list) | ||
| if(get_area(player) == get_area(owner)) | ||
| var/their_name = player.name | ||
| if(ishuman(player)) | ||
| var/mob/living/carbon/human/human_player = player | ||
| their_name = human_player.real_name | ||
| to_chat(owner, "- [their_name]") |
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This seems a little unneeded and is represented fine with thermal vision. its also based on area and shows real name for little reason..
| if(isliving(mover)) | ||
| var/mob/living/moving_mob = mover | ||
| if(HAS_TRAIT(moving_mob, TRAIT_PASS_THROUGH_WALLS) && (get_area(moving_mob) == get_area(src))) | ||
| if(HAS_TRAIT(moving_mob, TRAIT_PASS_THROUGH_WALLS)/* && (get_area(moving_mob) == get_area(src))*/) |
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Balance. It also prevents people from walking out into space/unintended parts of the map. Its kinda required unless we map better.
| ADD_TRAIT(owner, TRAIT_MUTE, STATUE_MUTE) | ||
| ADD_TRAIT(owner, TRAIT_IMMOBILIZED, MAGIC_TRAIT) | ||
| ADD_TRAIT(owner, TRAIT_HANDS_BLOCKED, MAGIC_TRAIT) | ||
| to_chat(owner, span_danger("This is a passive ability. The effects are already active!")) |
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might be better as just a toggle. otherwise we really need code to just not add true passives to the hud like this.
| to_chat(owner, span_warning("Your bond with the nearby stone is interrupted!")) | ||
| exit_turf = null | ||
| return FALSE | ||
| owner.forceMove(stone_turf) |
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if code works u could step after u add the trait.
| var/turf/exit_turf | ||
| var/turf/stone_turf |
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with how these are used. they could both be weakrefed pretty easy
| /datum/storyteller_roll/scry_the_hearthstone | ||
| bumper_text = "scry the hearthstone" | ||
| difficulty = 6 | ||
| applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS) |
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| /datum/storyteller_roll/scry_the_hearthstone | |
| bumper_text = "scry the hearthstone" | |
| difficulty = 6 | |
| applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS) | |
| /datum/storyteller_roll/scry_the_hearthstone | |
| bumper_text = "scry the hearthstone" | |
| applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS) |
| "TRAIT_BLOODY_SUCKER" = TRAIT_BLOODY_SUCKER, // DARKPACK EDIT ADD | ||
| "TRAIT_BLOOD_DRINKER" = TRAIT_BLOOD_DRINKER, // DARKPACK EDIT ADD | ||
| "TRAIT_BLUSH_OF_HEALTH" = TRAIT_BLUSH_OF_HEALTH, // DARKPACK EDIT ADD | ||
| "TRAIT_BOND_WITHIN_THE_MOUNTAIN" = TRAIT_BOND_WITHIN_THE_MOUNTAIN, // DARKPACK EDIT ADD - Visceratika |
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| "TRAIT_BOND_WITHIN_THE_MOUNTAIN" = TRAIT_BOND_WITHIN_THE_MOUNTAIN, // DARKPACK EDIT ADD - Visceratika | |
| "TRAIT_BOND_WITHIN_THE_MOUNTAIN" = TRAIT_BOND_WITHIN_THE_MOUNTAIN, // DARKPACK EDIT ADD - POWERS - (Visceratika) |
About The Pull Request
No flying yet thats a diferent PR since im trying to atomize
Why It's Good For The Game
Gar of the Goyle
Changelog
🆑
add: Reimplements Visceratika
/:cl: