Kaed Posted April 25, 2018 Posted April 25, 2018 did you know that loyalty implants and my medicine share the near exact same code as eachother (https://imgur.com/a/5JkM7zw) did you know that loyalty implants do not actually remove antagonist abilities I was not aware they share the same code, however... Did you know that the ANTAG_IMPLANT_IMMUNE flag you are referencing only exists in two archaic, unused antagonists? The renegade and highlander antagonist types are the only ones who have it. Here, take a look at vampire. I found this out with about five minutes of code diving. Now, I haven't been able to test what exactly loyalty implants do to you as an antagonist, but 'clear_antagonist_roles' seems to be pretty self-explanatory. It's possible I've missed some spot of code that changes this outside of the actual antag config dms, because open source code is a mess of spaghetti, but I still question why exactly we need to add an alternative duplicate version of the loyalty implant code that is harder to use and gated behind overdose mechanics. You know... because loyalty implants are a thing already?
BurgerBB Posted April 25, 2018 Author Posted April 25, 2018 Just ? because ? it ? removes ? antag ? status ? does ? not ? mean ? it ?removes ? antag ? abilites. "clear_antagonist_roles" is NOT self-explanatory, and only clears the status of antag. You can have a vampire loyal to nanotrasen, and STILL have their abilities. Skull confirmed with me on discord that the loyalty implant and as self-admitted you didn't bother to put actual research into your post at all. Kaed, it's incredibly evident that you have absolutely no clue what you're talking about as proven over and over again in this thread. I'm honestly beginning to suspect that you're just whining about this feature for some sort of attention because it's absoultely appalling that despite your complaints, concerns, and questions being address you always have a brand new one that usually makes no sense at all. For example, with this latest one you claimed that the pills have the ability to remove vampire powers, which is false. I tried proving you wrong by showing you that it's exactly the same as the vampire code, but now you've further dug your hole of absolute stupidity by bitching that it has the same code and therefore it's a duplicate version of loyalty implants when that's not how code works! That's like saying that a fucking car is a choo-choo train because they both have wheels. It's clear you have 0 understanding what code actually does, and I'm honestly tired of explaining it to you like some sort of mother to her child. It's a fucking miracle that you somehow got github to work in the first place so that you can PR your shitty string edits that change the flavor of medication from paper to fucking milk.
Scheveningen Posted April 25, 2018 Posted April 25, 2018 Removing antagonist status means they have no reason to antagonize. Their motivations are completely erased for the round. This is the purpose of an antagonist: to motivate themselves for an in-character reason to commit the acts of terror and such that they do upon the unfortunate crew that has to suffer them. You are literally asking for chemicals to be implemented to more easily control antagonists in the game. It's clear you have 0 understanding what code actually does, and I'm honestly tired of explaining it to you like some sort of mother to her child. It's a fucking miracle that you somehow got github to work in the first place so that you can PR your shitty string edits that change the flavor of medication from paper to fucking milk. I'm glad there's so much popcorn in this post because I like mine extra salty.
Kaed Posted April 25, 2018 Posted April 25, 2018 It's clear you have 0 understanding what code actually does, and I'm honestly tired of explaining it to you like some sort of mother to her child. It's a fucking miracle that you somehow got github to work in the first place so that you can PR your shitty string edits that change the flavor of medication from paper to fucking milk. You're right, I only started working with DM this year, and had not touched it before then. Most of what I gather from code is trying to determined their purpose based on the actual text of the code, having people explain what their code does, and asking Lohikar for clarification (who also helped me set github up, I certainly didn't figure it out myself and still go to him for help). What you are doing here is presenting information to me under the assumption that I know as much about what you did as I do, and then calling me an idiot for not clearly understanding what is so self evident to you. Most of the current code I've written just involves changing text in game to something else, because I don't know enough about it to implement deeper content yet. You specifically underlined the ANTAG_IMPLANT_IMMUNE in the images you gave, which to me made it seem like you were indicating that it was, in fact, the reason why it would not affect antagonist powers. So I looked into it, and pointed out that the tag has very little relation to any specific antagonist type or their powers. So, rather than being a condescending jackass about someone being new to DM, can you explain why we need a drug to 'clear antag status' if it has no actual impact in any way on the antagonist other than implying that they need to roleplay differently now? What does this add to the game? What is stopping someone from just saying 'yes' to the prompt and they carrying on as usual so it stops popping up? It doesn't sound like you are putting in any actual consequences to 'submitting to Nanotrasen's authority'. Usually, selecting an option from a prompt causes something to happen that actually affects your round, like you are now holding an item, or you are now a cultist. What is this adding, Burger? How does this actually affect the antagonists round, in a concrete fashion? You'll have to forgive me if I'm missing something that seems very obvious to you, because it sounds like what you're trying to tell me is this is an entirely cosmetic effect. At least with loyalty implants there is a physical object that can be tracked, and you can't just say 'oh I never said yes to the prompt' even if that is a lie.
BurgerBB Posted April 25, 2018 Author Posted April 25, 2018 It's clear you have 0 understanding what code actually does, and I'm honestly tired of explaining it to you like some sort of mother to her child. It's a fucking miracle that you somehow got github to work in the first place so that you can PR your shitty string edits that change the flavor of medication from paper to fucking milk. You're right, I only started working with DM this year, and had not touched it before then. Most of what I gather from code is trying to determined their purpose based on the actual text of the code, having people explain what their code does, and asking Lohikar for clarification (who also helped me set github up, I certainly didn't figure it out myself and still go to him for help). What you are doing here is presenting information to me under the assumption that I know as much about what you did as I do, and then calling me an idiot for not clearly understanding what is so self evident to you. Most of the current code I've written just involves changing text in game to something else, because I don't know enough about it to implement deeper content yet. You specifically underlined the ANTAG_IMPLANT_IMMUNE in the images you gave, which to me made it seem like you were indicating that it was, in fact, the reason why it would not affect antagonist powers. So I looked into it, and pointed out that the tag has very little relation to any specific antagonist type or their powers. So, rather than being a condescending jackass about someone being new to DM, can you explain why we need a drug to 'clear antag status' if it has no actual impact in any way on the antagonist other than implying that they need to roleplay differently now? What does this add to the game? What is stopping someone from just saying 'yes' to the prompt and they carrying on as usual so it stops popping up? It doesn't sound like you are putting in any actual consequences to 'submitting to Nanotrasen's authority'. Usually, selecting an option from a prompt causes something to happen that actually affects your round, like you are now holding an item, or you are now a cultist. What is this adding, Burger? How does this actually affect the antagonists round, in a concrete fashion? You'll have to forgive me if I'm missing something that seems very obvious to you, because it sounds like what you're trying to tell me is this is an entirely cosmetic effect. At least with loyalty implants there is a physical object that can be tracked, and you can't just say 'oh I never said yes to the prompt' even if that is a lie. i literally explained to you that antag abilities are not removed from loyalty implants, showed you that it shares the near exact same checks as existing loyalty implants, and you went "no that's wrong"
Arrow768 Posted April 26, 2018 Posted April 26, 2018 There is now a server poll active where you can vote for or against this suggestion. Until that poll has been completed other Suggestions/PRs that deal with the same issue are on hold. (Burgers PR was there first so we will talk about that first.) The results of the poll can be viewed here: https://byond.aurorastation.org/server/poll/3 As the Wi is a bit out of date, the link mentioned in the title is not shown in the WI; So here it is: https://docs.google.com/document/d/1U75T6ytSt2orHpkIKJmY2wPZ61cfpKNY3piJJ8_9-gs/edit?usp=sharing Take a day to cool off and keep the discussion civilized. Should this get out of hand again we will have to start deleting posts again and warning people. I go through the posts and start deleting those that are offensive and contributing little/nothing to the topic at hand. If one of your posts with content has been deleted, you are encouraged to post again in a calmn and civilized manner.
BurgerBB Posted April 27, 2018 Author Posted April 27, 2018 Added a new reagent that purges chems from the system, should be useful for removing syndites and Hextrasenil, among other things. Overdose time for conversion is now boosted from 3 minutes to 5 minutes. Legal antipsychotics now show up on medical scanners. Added panocelium, a mushroom mutated from fly amanita. which contains panotoxin. Panotoxin is a poison that causes intense pain to whoever consumes it. I never tested any of this yet btw.
BurgerBB Posted April 29, 2018 Author Posted April 29, 2018 Huge Update, yet to be tested. Added Inhalers. Added the ability for mental medications to add traumas permanently while the medication is active (for desired traumas.) Added the breath analyzer, monitors oxyloss, lung damage, intoxication, and medical reagents in the lungs. Replaced oxy first aid kit contents with inhalers containing dexalin and breath analyzers. Replaced the combat medkit spaceacillin pills with an inhaler of hyperzine Added two chloral hydrate inhalers to surgery kits Added space drugs inhaler to random contraband loot Added hyperzine inhaler to random maint loot (rare) Added breath analyzers to the warden's locker, the head of security's locker, Added random inhalers to cargo loot, along with breath analyzers Added strength multiplier effects for reagents based on method of consumption Ammonia is twice as poisonous when inhaled. Breathing in acid now deals organ damage to the lungs. Breathing in bicardine slowly heals the lungs, if the lungs are not completely damaged. Dexalin and dexalin plus are twice as powerful when inhaled. Hyperzine lasts twice as long when inhaled. Added feartoxin, a toxin that grants a temporary phobia and hallucinations when injected. Liquid phoron is twice as potent when inhaled. Sophoric is twice as potent when inhaled. Chloral Hydrate is twice as potent when inhaled. Space drugs are twice as potent when inhaled.
Kaed Posted April 30, 2018 Posted April 30, 2018 It might be a good idea to slow down a bit and stagger your game changes, so they can be tested and implemented in pieces. If you do too many revisions to the game in the same update it's going to be a huge hassle to playtest it all and then you're going to run into issues down the line because you missed something in your huge list.
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