02-21-2019, 09:03 PM
(This post was last modified: 02-21-2019, 11:48 PM by kyle2143. Edited 3 times in total.)
So I made up just a bunch of boring, but less boring than accent, bioeffects. Some I think will be fun to use or at least for genetecists to have on hand besides the current good ones. I added what I think are a few actually decent harmful mutations, such they they will be bad for you, but strike a good middle ground between annoying and absolutely terrible (looking at you obesity).
- Nectar Perspiration - Sprite from Azungar. Regular old Earth bees are attracted to you. They'll sting you on occasion, and people that punch you.
- Electromagnetic Field - 1 Tile EMP bursts will appear around you within a small radius. And has a higher chance to hit the tile you're on with the EMP.
- Physically Un/fit - Boring stamina regen/max buff/debuff.
- Tinnitus - You have tnnitus. Don't worry, the sound isn't going to be a real tinnitus sound. Just the phone ringing sound from Adrian Clarke's telephones.
- Anemia/Polycythemia - you'll lose/gain blood if your blood level is above/below 400 or 600. You'll need to bleed yourself or take some chems if you have one of these.
- Hemopoiesis Overdrive - Basically the above, but it's only good for you. Mostly... You get a great deal of blood as long as your blood volume is below the standard ideal value (500). It's 5 or 6 per tic right now. Pretty powerful ability, stability -15 or -20
- Vestigal Ballistics - Suggested by Slacker Magician in discord once, HUD button sprite by Flaborized. Use it and one of your limbs with fly off and hit something for considerable damage. Also, will make it easier for explosions to de-limb you and can make your ability trigger if not used in a long enough time.
- Apparate - Ever see Harry Potter? I made this a while ago mostly and had it sitting around. This ability is a good bit more involved than any of the others. But if added, it would probably end up being one of genetic's most powerful abilities. -35 stability.
Here are some sprites:
Vestigal Ballistics.
Apparate.
Bees.
Video demo of some of them (it's pretty long and boring, shows the apparating and limb shooting early though): https://streamable.com/6kqc9
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Notes:
- I didn't include any combo recipies in my PR, I thought those might be more fun to keep secret. I made up like 3 or 4 combos for some powers. If someone decides to merge and wants those just pm me or something.
- All the sprites are in a file icons/effects/genetics2.dmi. So just move em back to where they should be. Either mob/genetics_powers.dmi or effects/genetics.dmi.
- I included a sound file in there for the apparating ability, but it wouldn't work, it's still in the PR, but w/e.
- I made a change to proc/do_teleport in teleport.dm for the apparating ability. Basically just a parameter for if you want to make sparks when you teleport. I'm not a fan of those sparks, always burning out lights, so now there's an option to not have sparks.
- The apparate ability also has a 10% change to make you lose a random limb or organ "splinching". This should be moved to be a stability loss problem, but that stuff isn't in 2016.
- Another merging note. If you ignore the two powers I made, teleporting and shooting limbs, all the other abilities are very simple adds. Just in harmful.dm and beneficial.dm. The only exception is the buzz mutation, whcih has a change in melee procs.
https://github.com/goonstation/goonstati...6/pull/118
- Nectar Perspiration - Sprite from Azungar. Regular old Earth bees are attracted to you. They'll sting you on occasion, and people that punch you.
- Electromagnetic Field - 1 Tile EMP bursts will appear around you within a small radius. And has a higher chance to hit the tile you're on with the EMP.
- Physically Un/fit - Boring stamina regen/max buff/debuff.
- Tinnitus - You have tnnitus. Don't worry, the sound isn't going to be a real tinnitus sound. Just the phone ringing sound from Adrian Clarke's telephones.
- Anemia/Polycythemia - you'll lose/gain blood if your blood level is above/below 400 or 600. You'll need to bleed yourself or take some chems if you have one of these.
- Hemopoiesis Overdrive - Basically the above, but it's only good for you. Mostly... You get a great deal of blood as long as your blood volume is below the standard ideal value (500). It's 5 or 6 per tic right now. Pretty powerful ability, stability -15 or -20
- Vestigal Ballistics - Suggested by Slacker Magician in discord once, HUD button sprite by Flaborized. Use it and one of your limbs with fly off and hit something for considerable damage. Also, will make it easier for explosions to de-limb you and can make your ability trigger if not used in a long enough time.
- Apparate - Ever see Harry Potter? I made this a while ago mostly and had it sitting around. This ability is a good bit more involved than any of the others. But if added, it would probably end up being one of genetic's most powerful abilities. -35 stability.
Here are some sprites:
Vestigal Ballistics.
Apparate.
Bees.
Video demo of some of them (it's pretty long and boring, shows the apparating and limb shooting early though): https://streamable.com/6kqc9
-------------------------------------------------------
Notes:
- I didn't include any combo recipies in my PR, I thought those might be more fun to keep secret. I made up like 3 or 4 combos for some powers. If someone decides to merge and wants those just pm me or something.
- All the sprites are in a file icons/effects/genetics2.dmi. So just move em back to where they should be. Either mob/genetics_powers.dmi or effects/genetics.dmi.
- I included a sound file in there for the apparating ability, but it wouldn't work, it's still in the PR, but w/e.
- I made a change to proc/do_teleport in teleport.dm for the apparating ability. Basically just a parameter for if you want to make sparks when you teleport. I'm not a fan of those sparks, always burning out lights, so now there's an option to not have sparks.
- The apparate ability also has a 10% change to make you lose a random limb or organ "splinching". This should be moved to be a stability loss problem, but that stuff isn't in 2016.
- Another merging note. If you ignore the two powers I made, teleporting and shooting limbs, all the other abilities are very simple adds. Just in harmful.dm and beneficial.dm. The only exception is the buzz mutation, whcih has a change in melee procs.
https://github.com/goonstation/goonstati...6/pull/118