Synth & Android Customisation DLC#918
Conversation
|
no idea why it is looking for borg_head icon states. None of the other dmis that use the same system have those icon states. |
So I don't have to worry about it as much in game.
…leStationCode into SynthMaintenance
Found the cause, I didn't specify an icon state in the obj in cyber_reskins.dm . |
The drone head can have hair!
Why didn't they have eye colours before? no idea. It is now added.
|
It automatically deleted those sprites, the heck? I didn't touch em |
|
OK it is feature complete now! |
| #define NUTRITION_MULTIPLIER 0 //does this even work? | ||
| #define BOOZE_MULTIPLIER 0 | ||
| /obj/item/organ/stomach/ethereal/android/battery_core/effective_charge() | ||
| . = ..() | ||
|
|
||
| /obj/item/organ/stomach/ethereal/android/battery_core/handle_chemical(mob/living/carbon/source, datum/reagent/chem, seconds_per_tick, times_fired) | ||
| //No booze, no drink, no food. It is not a stomach, it is a battery! | ||
| return NONE | ||
|
|
||
| #undef NUTRITION_MULTIPLIER | ||
| #undef BOOZE_MULTIPLIER |
There was a problem hiding this comment.
Defining NUTRITION_MULTIPLIER and BOOZE_MULTIPLIER does not work; you should instead make it a variable on the stomach (var/nutrition_multiplier = 5 and var/booze_multiplier = 0.75) that your subtype sets to 0 respectively
| if(ETHEREAL_CHARGE_OVERLOAD to ETHEREAL_CHARGE_DANGEROUS) | ||
| carbon.add_mood_event(ALERT_ETHEREAL_CHARGE, /datum/mood_event/android_supercharged) | ||
| has_flags |= HAS_MOOD_EVENT | ||
| if(SPT_PROB(0.5, seconds_per_tick)) // UPDATED FROM 5% to 0.5% each second for the android to explosively release excess energy if it reaches dangerous levels |
There was a problem hiding this comment.
Rather than copy+pasting the entire block of code for handle_charge, make this a variable, var/discharge_change = 5, and have your subtype set it to 0.5
| "Vintage Cybersun" = 'maplestation_modules/icons/mob/augmentation/vintage_cybersun.dmi', | ||
| "S-Tech" = 'maplestation_modules/icons/mob/augmentation/s-tech.dmi', | ||
| "Skull" = 'maplestation_modules/icons/mob/augmentation/skull.dmi', | ||
| "Drone" = 'maplestation_modules/icons/mob/augmentation/drone.dmi', | ||
| "Nemo" = 'maplestation_modules/icons/mob/augmentation/flat.dmi' |
There was a problem hiding this comment.
Do these options show up for arms/legs despite not having sprites? If so we'll need to figure out a way to prevent that
What's this?
This PR removes my old synthetic head system to now be a part of the synthetic and android body menu! Select the heads you want in the head menu just like all the other heads!
I also added a couple more heads as options! Thank @Bluedino1025 for these two head options.
You can now colour your eyes if you are an android! Before the eyes were only white as an option. Now you will be able to colour them to whatever colour you wish. Head models that cannot fit eyes still do not have them.
I have removed the old system as it is not needed now. I cannot test what happens to old characters that used to use the android head cover system. If you have a character that used it, it will break and theoretically put the default android head. Make sure to update your character's head in the body page!
I have added a new organ for androids and synthetics that can be chosen to replace the stomach. It discharges slower but as a downside you get 0 bonuses from eating and aten chems do nothing. (basically, IC it replaces the stomach with a bigger battery) Another bonus is that it doesn't do electric shocks as often if you overcharge it.
The code works! It is technically OK to TM but it is not finished as I want to add extra things, explained below.
TLDR:
What does it look like?
What all the options looks like in the menu now:
Battery Core Sprite
New heads
(Made by @Bluedino1025, with some colour and shape adjustments by me!)
Drone head
This head can have hair!
Nemo head
Clara's new head:
(Made by me)




This one is a character item.
What's the modular changes?
I am deleting old modular changes that I did instead of adding modular changes!