Skip to content
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

Adds the Super Syndie-Kitty Ears for 16 TC (+ minor super kitty ear changes) #5290

Open
wants to merge 5 commits into
base: master
Choose a base branch
from

Conversation

Absolucy
Copy link
Member

@Absolucy Absolucy commented Feb 4, 2025

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.

2025-02-04 (1738697924) ~ %pn

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:

@Absolucy Absolucy added Feature A big new thing Balance perfectly balanced as all things should be QoL improves quality of life labels Feb 4, 2025
@Absolucy Absolucy added the Code Improvement exactly what it says on the tin label Feb 4, 2025
@Veth-s Veth-s added the admin approved admins say it's fine, just awaiting code review label Feb 4, 2025
Absolucy added a commit that referenced this pull request Feb 4, 2025
…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

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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?

Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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)

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
admin approved admins say it's fine, just awaiting code review Balance perfectly balanced as all things should be Code Improvement exactly what it says on the tin Feature A big new thing QoL improves quality of life
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants