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Adds nugget and corpse and lets nuggets move #851

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33 changes: 33 additions & 0 deletions code/datums/traits/negative.dm
Original file line number Diff line number Diff line change
Expand Up @@ -424,6 +424,39 @@
to_chat(quirk_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")

/datum/quirk/nugget
name = "Nugget"
desc = "An accident caused you to lose ALL of your limbs. There's no way your insurance payed for all those prosthetics!"
value = -1
var/slot_string = "limb"

/datum/quirk/nugget/on_spawn()
var/mob/living/carbon/human/nuggeted = quirk_holder
for(var/X in nuggeted.bodyparts)
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Suggested change
for(var/X in nuggeted.bodyparts)
for(var/obj/item/bodypart/BP in nuggeted.bodyparts)

There's a built-in type check, you don't need that second variable

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compiler would cry would it not? its calling a variable thats exclusive to a bodypart afterwards without an implicit type, unless byond is smart enough to see the listtype and not error out

var/obj/item/bodypart/BP = X
if(BP.body_part != HEAD && BP.body_part != CHEST)
if(BP.dismemberable)
BP.dismember()
if(nuggeted.buckled)
nuggeted.buckled.unbuckle_mob(nuggeted)
nuggeted.suppress_bloodloss(1800) //stop them from bleeding out
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Is this a timed proc?
Or if it's not, does it have any affect on a living person that is then treated?

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It simply de-limbs you upon spawn in comedic fashion. If you manage to get patched up, you can go on to have a normal round. If that's worth the 1 point, they can have at it, haha. Or if even that is a problem for some reason I can make it a 0 point quirk.

nuggeted.update_body_parts(TRUE)

/datum/quirk/nugget/post_add()
to_chat(quirk_holder, "<span class='boldannounce'>What cruel twist of fate has led to you arriving aboard a space station with no limbs?")

/datum/quirk/corpse
name = "Corpse"
desc = "Something terrible happened on the shuttle to the station, you arrive dead as a doornail!"
value = -1

/datum/quirk/corpse/post_add()
to_chat(quirk_holder, pick("<span class='boldannounce'>F", "<span class='boldannounce'>RIP", "<span class='boldannounce'>RIP in peace", "<span class='boldannounce'>RIP in pepperoni", "<span class='boldannounce'>You were THIS close to surviving"))
quirk_holder.adjustFireLoss(200)
quirk_holder.adjustBruteLoss(200)
quirk_holder.adjustToxLoss(200)
quirk_holder.adjustCloneLoss(200)
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New quirks should be in the modular file at the bottom

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How will they be revivable? I don't believe you can treat clone damage on a corpse and you can't defib at ~150 damage or so

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Fixed, now it's just a shitload of brute.


/datum/quirk/pushover
name = "Pushover"
desc = "Your first instinct is always to let people push you around. Resisting out of grabs will take conscious effort."
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2 changes: 1 addition & 1 deletion code/modules/mob/living/living.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1124,7 +1124,7 @@
var/knockdown = IsKnockdown()
var/ignore_legs = get_leg_ignore()
var/in_stasis = IsInStasis()
var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !in_stasis && (has_arms || ignore_legs || has_legs)
var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !in_stasis
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This feels like it's going to change some things in a weird way, but I can't immediately say what

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I think the weirdness is intentional: it lets nuggets crawl around now. I thought carefully and couldn't come up with anything else it would affect offhand.

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check wheelchair movement to make sure it doesn't just break them. Don't think it will but thats the only thing i can think of

if(canmove)
mobility_flags |= MOBILITY_MOVE
else
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