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[MIRROR] [MODULAR] Oh God The Zipper's Stuck: Entombed quirk granting unremovable roundstart MODsuit #2145

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merged 1 commit into from
Feb 29, 2024

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Original PR: NovaSector/NovaSector#656

About The Pull Request

A neat little twist on the idea of roundstart MODsuits, this PR adds a new quirk called Entombed which traps your character inside a relatively low-grade creation permanently. Here's the full details:

  • The 'fused' entombed MODsuit has 10 complexity and class III armor to all damage types except wounding, which remains at I.
    • It also can't be burned away or melted off you with acid.
    • This may seem high, but the only way you can upgrade this throughout the course of the round is via modules, and you don't have much complexity to throw around.
  • You cannot remove this MODsuit. Ever. The unit can't be stripped from you, either.
  • The MODsuit is very slow when unpowered, almost twice as slow as an ordinary MOD. Think of this as a soft version of the Hemophage's dormant tumor.
  • If your MODsuit's charge runs out (or is turned off from any other source), you get one and a half minutes to find some way to turn it back on before you start taking 1.5 toxin damage per tick.
  • Remember: you're slow while unpowered, so this is bad. Like. Really bad.
  • The appearance (skin), name, description and deployed piece prefix of the suit are all customizable via the quirk preferences menu.
    • Changing the skin does not alter the stats of the MODsuit in any way - it's purely cosmetic.
  • If you're an Ethereal, the MODsuit begins play with an ethereal MOD core.
  • If you're a Plasmaman, the MODsuit begins play with a unremovable 0 complexity plasma stabilizer module, allowing you to take off ONLY YOUR HELMET and not combust to death.
  • All races start with a unremovable 0 complexity modified joint torsion module, which provides a small amount of charge to your suit when you move around. I've balanced this around providing just enough to make the base suit not really lose much charge while you're actively moving. That goes right out of the window once you start adding modules that draw passive charge of your own, though.
  • The suit also starts with a standard complexity 3 storage module that is removable as normal.

You can set in the quirk preferences whether you want to be forced to have all the MODsuit pieces permanently deployed (except the helmet). I've flagged this as 'soft DNR' in the quirk preferences menu because you need specialized MOD equipment to do surgery on people affected by this, as explained below. If you're force-deployed, you gain immunity to all dismemberment from any source. Yes, this is a big mechanical buff. You're also stuck inside a MODsuit. So not as much as you think.

For the medical players

You may note that someone potentially being stuck inside a suit means it's very hard to do surgery on them, or really, anything medical in general.

Good news! There's already MOD modules for this, specifically the thread-ripper (which allows you to temporarily change clothing, including MOD chestplates, to make them surgery accessible, and it auto-repairs the clothes when you step away) and the MOD piercing syringe, which allows you to inject via thick clothing like MOD armor.

These have all been tested and work perfectly normally on entombed users.

How This Contributes To The Nova Sector Roleplay Experience

This opens up a slew of concepts, from infirm characters relying on specialized life support systems via exosuits, to slimes who can't maintain humanoid form without the rigidity of a suit, to engineer plasmamen who've colonized an entire modsuit with a skeleton stuck inside it and become inexorably linked. Maybe you play a veteran who has deep-rooted trauma preventing them from leaving the safety of their suit.

It's really up to you. Importantly, it's cool and customizable.

Proof of Testing

Screenshots/Videos

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Changelog

🆑 yooriss
add: The Entombed quirk has been added, allowing characters to start off with a permanently unremovable low-end MODsuit stuck to their back slot. Letting the suit's charge run low will eventually kill you, and the quirk has special interactions with both Ethereals and Plasmamen!
/:cl:

…ble roundstart MODsuit (#656)

* Initial pass of Entombed quirk

* Fix incorrect preference path

* Fix improper preferences path

* Add entombed damage processing & toggle prefs for forced no-deploy

* Sort tgui imports and use the not broken text input

* Simplify toxin damage from entombed and remove fused MODsuit indestructible flag

* Handle custom stripping behavior on entombed MODsuits with storage modules

* Improve messaging on strip override

* Replace CMO modsuit w/ corpsman reskin & add infiltrator entombed skin

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Stack trace and qdel on null modsuit in add_unique(), code formatting improvements

* Extend equipping quirks to record what items they force-drop, and make Entombed transfer old bag contents into its MODsuit storage

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Add foley jitter to the life support failure process (makes it clearer what's killing the user)

* Handle dropped force-equipped items qdels gracefully
Co-authored-by: Bloop <[email protected]>

* Ensure customizations are applied to the entombed MODsuit

* Force deployed MODsuits give the no dismember trait, increase max chars on name customization to 48 & remove broken colonist skin

* Remove entombed MODsuit activation to post_add() to avoid loadout shenanigans

---------

Co-authored-by: Bloop <[email protected]>
@Iajret Iajret merged commit ee747de into master Feb 29, 2024
24 checks passed
@Iajret Iajret deleted the upstream-mirror-656 branch February 29, 2024 18:19
AnywayFarus added a commit that referenced this pull request Feb 29, 2024
Iajret pushed a commit that referenced this pull request Apr 23, 2024
* [no gbp] Fixes cargo express console (#82843)

Cargo express console does not send amounts by name

Fixed and touched up the express console a bit
![Screenshot 2024-04-22
195254](https://github.com/tgstation/tgstation/assets/42397676/c099cdc0-6b4d-4348-9b5b-f9d4cc325d0b)
Bug fix (no issue yet)
:cl:
fix: Cargo express console fixed: No more bluescreen
/:cl:

* [no gbp] Fixes cargo express console

---------

Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: Mal <[email protected]>
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3 participants