-
-
Notifications
You must be signed in to change notification settings - Fork 683
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[MDB Ignore] Monkey to species, take 2 #10943
base: master
Are you sure you want to change the base?
Conversation
code/modules/mob/transform_procs.dm
Outdated
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
To be honest, this probably the only file that needs any major revisions. Namely, adding back teratomas (in a sane manner)
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
1 similar comment
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Just a single line I noticed issue with. Easy fix
Co-authored-by: Rukofamicom <oozelingcomplaints@gmail.com>
height_displacement_holder.appearance_flags = TILE_BOUND | PIXEL_SCALE | RESET_TRANSFORM | ||
height_displacement_holder.plane = PLANE_SPACE | ||
height_displacement_holder.layer = 0 | ||
height_displacement_holder.render_target = "[ref(height_displacement_holder)]" |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
|
||
/datum/dna/New(mob/living/new_holder) | ||
if(istype(new_holder)) | ||
holder = new_holder | ||
height_displacement = icon('icons/effects/64x64.dmi', "height_displacement") | ||
update_height_holder() | ||
new_holder?.vis_contents += height_displacement_holder |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
To be honest, I'm not really a fan of this change since its a little bit janky and breaks the right click menu. Does the monkey height displacement really have to be directional?
I would like to note that displacement maps do not update the hitbox for a sprite.
The level of jankiness here kind of feels like it offsets the advantages of converting monkeys into a species in the first-place and is something I feel like definitely needs some action to be taken. The most optimal solution would be finding some kind of displacement map that can just work for all directions in a way thats good enough. Shrinking the sprite vertically is always going to make it look a bit ugly just because its quite a big restriction on how monkeys can look. If there is absolutely nothing that can be done then... I guess we kind of have to live with it a bit.
If absolutely nothing can be done, and we have to have a vis_contents displacement map that has to respond to directions then does the map have to be 64x64 instead of 32x32? If it could be 32x32 then the alpha could be set to 0 which would limit its effect on the right click menu.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Does the monkey height displacement really have to be directional?
Yes, it also opens up future stuff for other species. I don't think it's that big of an issue tbh
then the alpha could be set to 0
Breh
fixed an examine since players were getting confused about the "This individual is catatonic" on every monkey now. It was just a 10 yr old check for a ckey on examine()... which monkeys didnt have. Whatever. Its fixed. |
About The Pull Request
Title.
closes #8376
closes #9120
Recoup of #10156
Reverts #6694, #8962 as they are now obsolete.
Basically, monkeys are species, with all that entails. We are throwing the shitcode away that needed like 10 different refactors over 3 years to deal with, cause the code is fundamentally garbo.
Humans and Monkeys are already interconnected, no way out of it, so we might as well make the code sane.
Basically, we can make monkeys functionally identical to humans, but we need several explicit drawbacks.
Lmk if theres any others that tickle your noggin that you think would make this change make them "OP"
TODO
monkeyize()
&humanize()
Ports:
Why It's Good For The Game
No more aheals when changing race
Hunger is persistent when changing between monkey and humans
All stat vars are not reset inbetween transformations
woaw, genetics dont SUCK
Monkey organs dont runtime the fuck out when they try and do species stuff (who put HUMAN organs inside CARBONS!!!?!)
Testing Photographs and Procedure
Screenshots&Videos
Roundstart monkey ---> human
dreamseeker_Tra1IvQGA8.mp4
Roundstart human ---> monkey
dreamseeker_4IPYBkJiVb.mp4
Monkeys can hold and use two handed weapons, but they do not have the upper core strength to use both arms as a human would.
dreamseeker_q0DYwJi9r9.mp4
Changelog
🆑 DrDuckedGoose(species design & appearance) rkz(balancing and mass conversions), qustinnus, coiax, IndieanaJones, itseasytosee
add: monkeys are now species
add: monkey tails are now handled like actual tail organs, rather than just being a sprite. They apply and are subtyped the exact same way catgirl tails are, minus a wag animation.
balance: Monkeys can do a lot more things
code: converted mob ventcrawling into flags/traits
/:cl: