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[Feature] A couple small genetics effects/abilities and one big one.
#3
Here's that compare link on github:
https://github.com/goonstation/goonstati...-additions

I'm fairly sure that it is basically the same thing as the commits and files changed sections of the PR though.

I'll correct that spelling error for Vestigial Ballistics, good catch.

As far as the apparate power goes, it works how you describe, but after the second cast (where you actually teleport) it resets your destination to null and then goes on cooldown. This way you have to wait before setting your next destination so you'd have to wait there for the cooldown to finish before you reset the destination.

Also, you can only bring people with you in the teleport if the ability is empowered so that means -35 stability if you want to use it for murder. I forgot to mention that in my video or post. Perhaps I should set it so that you can't set a space tile as a destination or something?

About your comment on teleport code, the ability uses the do_teleport() proc in obj/machinery/teleport.dm. As does most everything afaik.

The hornets sounds like a good idea. I had thought about letting you lure regular space bees or making them want to protect you when I first made it, but I was going for "simple" on these abilities.


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RE: [Feature] A couple small genetics effects/abilities and one big one. - by kyle2143 - 02-22-2019, 01:22 PM

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