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Adds the Super Syndie-Kitty Ears for 16 TC (+ minor super kitty ear changes) #5290
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…5291) ## About The Pull Request This prevents limbs with `BODYPART_UNREMOVABLE`, or organs with `ORGAN_UNREMOVABLE` or `ORGAN_HIDDEN` from being bioscrambled into something else, and also makes any limbs/organs with those flags ineligible to be picked to bioscramble something _into_. Was originally a part of #5290, but I atomized it into its own PR. Unsure if this QoL, balance, or perhaps a fix. Gonna mark it as QoL for now. ## Why It's Good For The Game prevents weird jank that wouldn't really otherwise be possible, and can cause problems:tm: with weird edge-cases and such ## Changelog :cl: qol: Unremovable or hidden organs/limbs will no longer be bioscrambled, and are also no longer eligible bioscrambler results. /:cl:
cooldown_time = 20 SECONDS | ||
invocation = "MRR MRRRW!!" | ||
invocation_type = INVOCATION_SHOUT | ||
spell_requirements = SPELL_REQUIRES_NO_ANTIMAGIC |
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If this does what i think it does (makes it so you can't cast it whilst you have an antimagic item such as a null rod) it might make it incompatible with being a chaplain. Since it's a self-transformation spell, wouldn't it be better to make it ignore antimagic?
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I left that intentionally since for cat ears since I thought it'd be a nice way for people to stop them from transforming (without ripping the ears out or killing them)
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I left that intentionally since for cat ears since I thought it'd be a nice way for people to stop them from transforming (without ripping the ears out or killing them)
The chaplain is never going to part with their null rod to let that happen and unless there is some other form of antimagic that i'm not aware of (that's not holymelons since those have to be held in hand) the only real way that you are containing someone with these is removing them. Also, i don't think sec would ever let them keep the ears if they are caught and known to have them either way.
Overall i think the benefit of making it so they ignore antimagic so chaplain traitors can use them outweighs the negatives of making them magic immune
…tion (More cat DLC) (#3075) ## About The Pull Request This PR is porting: - Syndie cats and the grenade for it from MonkeStation: Monkestation/Monkestation2.0#4181 - Super kitty ears from MonkeStation: Monkestation/Monkestation2.0#5048 (The ruin changes will be done later) - Super Syndie cat ears and cat night vision changes from MonkeStation: Monkestation/Monkestation2.0#5290 Changes done to the PRs ported: - Super cats are now their own mob type, have corresponding aggressive behaviors, and have super dexterous paws (very limited) - Syndie cat grenades are accessible by traitors for around the same price of a syndicate bomb Syndie cats come with a microbomb implant that explode on death making them extra evil kitties. Syndie Cat ears do not hide your identity wile transformed and the super syndie cat is only syndicate obtainable. Two aggressive Super cats and one friendly are accessible through Xenobio. ## Why It's Good For The Game Our server lacks syndicats and could always use some more cat content to spice up the meow rounds. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> https://github.com/user-attachments/assets/1c027de9-f890-4c75-9c42-2c75579b750c https://github.com/user-attachments/assets/5065a35e-213f-45da-943f-842b57a81f11 https://github.com/user-attachments/assets/3d92dfce-0f8d-408e-a3a9-ca0a41d3f6d6 https://github.com/user-attachments/assets/b14ff6ce-8663-4d8c-90f4-c6bca98c6aa0 </details> ## Changelog :cl: add: Syndicats, Super cats, Super cat ears, and Super Syndicat ears balance: Cat night vision image: Syndicat sprites, and Super cat ear icon code: Added a shape shifting caster variable for keeping the caster's name /:cl:
…#6017) ## About The Pull Request Until now the Syndicate Kitten that was added here #5290 could transform while cuffed, rendering useless any non-lethal forms with them. Now, they will have some checks to stop it. ## Why It's Good For The Game It will make the cat not able to bypass any security non-lethal means, which in turns mean security won't be forced to lethal them everytime they see it. ## Changelog :cl: balance: rebalanced the kitten ears so they can't break free while being cuffed, unconcious, with their hands blocked. /:cl:
About The Pull Request
This adds the Super Syndie-Kitty Ears to the traitor uplink for 16 TC (double the cost of the stealth implant).
It's similar to the Super Kitty Ears from the space ruin, with the main exception that you instead become a Syndie Cat, so the fact you're up to no good is extremely obvious to anyone who isn't blind.
In addition, your feline form (both normal and syndie variants) gets your original body's real name too - so it's not like you can exactly hide your identity while using this.
Also, the Super Kitty Ears (and the syndie variant) now grant
TRAIT_CAT
, making the user try to pounce towards laser pointers, even while not shapeshifted.Why It's Good For The Game
fun gimmicky item that has legitimate use, while hopefully being somewhat balanced.
Changelog
🆑
add: Added the Super Syndie-Kitty Ears to the syndicate uplink for 16 TC, which allow the user to shapeshift into a Syndie Cat, clad in blood-red armor. However, while you do gain the abilities of a cat, you still have less health while in this form!
qol: Shapeshift spells now use your original form's gender for your shapeshifted form.
qol: Shapeshifting using the Super Kitty Ears now keeps your name in cat form.
qol: You can no longer accidentally eat the Super Kitty Ears while trying to use them.
balance: Cats can see in the dark now.
balance: Super Kitty Ears cat forms now move at normal humanoid speeds, rather than the slower simplemob speeds.
/:cl: