Page 1 of 1

Sepia Slime

Posted: Thu May 28, 2015 2:22 pm
by Tsaricide
>Extract creates a Camera when injected with plasma. How? SpessSlime Magic!
>Extract creates some Film for a Camera when injected with blood. Fuck this is so useless.

With the many features to the code that have been added since slime reactions were first introduced I'm sure we could think of a much better reaction for sepia slimes than this.

Something like Insulated gloves for example? That's not a very creative choice but it's just off the top of my head so post some better suggestions.

Re: Sepia Slime

Posted: Thu May 28, 2015 2:24 pm
by allura
no

Re: Sepia Slime

Posted: Thu May 28, 2015 2:38 pm
by Tsaricide
allura wrote:no
Too late I'm submitting it and bribing cheridan.

Re: Sepia Slime

Posted: Thu May 28, 2015 2:49 pm
by imblyings
make it make strange objects for the experimentor if you inject plasma

Re: Sepia Slime

Posted: Thu May 28, 2015 3:00 pm
by MMMiracles
imblyings wrote:make it make strange objects for the experimentor if you inject plasma
That'd just make it even more useless, considering at least cameras get used and arent liable to kill you.

Re: Sepia Slime

Posted: Thu May 28, 2015 3:29 pm
by mosquitoman
creates a drone shell when injected with blood

Re: Sepia Slime

Posted: Thu May 28, 2015 3:41 pm
by TheNightingale
Creates a random live slime when injected with plasma?

Re: Sepia Slime

Posted: Thu May 28, 2015 3:42 pm
by DemonFiren
TheNightingale wrote:Creates a random live slime when injected with plasma?
Creates an extract that, when used on a live slime, creates a 1:1 clone of that slime. Only slightly useless.

Re: Sepia Slime

Posted: Thu May 28, 2015 4:59 pm
by TheNightingale
Use it on another sepia slime to generate infinite used slime extracts.

Re: Sepia Slime

Posted: Thu May 28, 2015 5:11 pm
by onleavedontatme
Sepia slimes are perfect

Re: Sepia Slime

Posted: Thu May 28, 2015 5:18 pm
by Balut
I think we're getting away from the whole sepia theme here. Cameraslime clearly the most sepia.



S-slightly relatedly though, there should be a 1% chance to mutate cinnamon slime attached to the last tier of slimes, who, when their core is injected with plasma, generate a telecrystal item. 60% chance it's something like fucking soap or the balloon though.

Re: Sepia Slime

Posted: Thu May 28, 2015 5:27 pm
by Not-Dorsidarf
>Letting science boost illegal tech on their own

Re: Sepia Slime

Posted: Thu May 28, 2015 5:52 pm
by imblyings
MMMiracles wrote:
imblyings wrote:make it make strange objects for the experimentor if you inject plasma
That'd just make it even more useless, considering at least cameras get used and arent liable to kill you.
>things that are liable to kill you (or others)
>useless

I dunno man

Re: Sepia Slime

Posted: Fri May 29, 2015 12:41 am
by TheNightingale
Not-Dorsidarf wrote:>Letting science boost illegal tech on their own
Did you mean: X-ray lasers?

X-rays have an origin tech of Illegal 2. Uranium is rare, but...

Re: Sepia Slime

Posted: Fri May 29, 2015 4:19 am
by PKPenguin321
Clearly sepia implies old things, so it should give you cool stuff that was removed from the game
It can spawn: Eguns that have stun and lethals
tasers that don't have a full year of delay between shots and no gimped range (+ the weird old sprites)
old parapens, C4 that can gib and be placed on mobs
skeletons that can play spooky songs on their ribcages
an NPC human with the old, old, OLD sprites from some of the earliest builds of the game
a space suit helmet with flash and welding protection
a hand teleporter that opens a portal without you immediately teleporting
gloves that let you quickchoke
when injected with blood it automatically spawns a nuke op team implanted with explosive implants :^)
yes i know this is a shitty idea

Re: Sepia Slime

Posted: Fri May 29, 2015 9:45 am
by DemonFiren
This idea is awesome, headmin he.

Re: Sepia Slime

Posted: Fri May 29, 2015 10:04 am
by Jacquerel
Sepia slimes should create a chem that tints your whole screen sepia, obviously.

Re: Sepia Slime

Posted: Fri May 29, 2015 11:19 am
by Stickymayhem
I think the strange object idea is the best one. There's no way to produce these currently, they fit the sepia theme of being old tech and it makes the experimenter a more viable science section.

Re: Sepia Slime

Posted: Fri May 29, 2015 12:14 pm
by Tokiko2
How about a potion that stops slime mutations completely, even in all future generations? I guess that would fit the sepia theme somewhat.

Re: Sepia Slime

Posted: Fri May 29, 2015 7:17 pm
by Erbbu
Strange objects would be a straight up downgrade considering the status of the current Experimentor.

Re: Sepia Slime

Posted: Sat May 30, 2015 4:57 pm
by Incoming
on use sepia slime spawns a
Spoiler:
roro

Re: Sepia Slime

Posted: Sat May 30, 2015 7:03 pm
by bandit
I'm gonna copy paste my idea from the other xenobiology thread:
That said, I like the OP's idea, sort of like xeno-genetics. Possibilities:

- Basic stats for mobs to mutate. A less precise system than genetics, because simple mobs have a less complex structure than humans and lizards (this is my explanation to handwave away all the coding that will be needed to rehaul mobs this way), more like mutating plants. Can affect things like:
-- Speed. Self-explanatory. Obviously would have to capped, probably somewhere around alium hunter. Will also need some kind of numerical representation.
-- Color. Self-explanatory.
-- Size, also self-explanatory. For animals that drop meat, they'll drop more meat. Have fun with your genetically engineered giant breasted chickens, chef!
-- Strength. How robust they are, how hard they hit. Obviously this also needs a cap.
-- Max health, self-explanatory, probably needs a cap.
-- Docileness, how likely they are to be friendly and how much provocation they'll need to go hostile. s
-- Similar things that are easy to achieve without respriting.
You actually have to mutate the animals to do this. Without a genetics system (please no genetics system) there are two ways to accomplish this:
-- Easier, more dangerous way: Low doses of Unstable mutagen, 5u from a syringe, much like botany plants, with the potential to overdose and kill the mob.
-- Harder, not dangerous way: Stable mutagen. There's even an intuitive place for it: green slime extract + blood, would give you a bottle's worth. To encourage departmental cooperation it'd be cool if this worked for botanists too, like unstable mutagen with zero chance of bad effects (no killing the plant, no decreasing yield/potency or increasing production). It wouldn't be OP because it is inherently limited.
-- Much harder, guaranteed way: Stat enhancers (think blatantly stolen from Pokemon, like Carbos and shit) that you can feed mobs to increase their speed, strength, whatever. Capped at a certain point to prevent excessive min-maxing. Would have to be a fairly high-level get from xenobio. Like maybe each is a reaction from the sepia slime, holy fuck it might actually be useful.

Re: Sepia Slime

Posted: Sun May 31, 2015 4:07 am
by Jacough
Inject it with blood: Spawns a random tier 2 slime
Inject with plasma: spawns a random tier 3 slime.

Re: Sepia Slime

Posted: Sun May 31, 2015 7:19 am
by onleavedontatme
I've got a few bugs to sort out (like a sane way to mute people stuck in the bubble) but I've mostly coded a sepia replacement.

New reaction is timestop, anyone caught in it will be unable to move/speak/attack for the duration. The user of the slime core is immune. Projectiles caught in it (or trying to enter it) get frozen as well, resuming their path when the bubble is done (bolded for being the coolest part) I'll probably make the radius a bit larger, it's not a very large "stun" compared to flashbangs and other grenades (and you can't attack the people in it, what with the bubble covering them for clicking. Maybe I can fix that as well). Will add a wizard version as well. If someone could sprite an actual time freeze effect (preferably at the larger singulo sizes as well) I'd love that.

Image
Spoiler:
Lasers not pictured because they were broken when I took the picture and I didn't want to dress up again. They really do work now though.

Re: Sepia Slime

Posted: Sun May 31, 2015 7:24 am
by Remie Richards
Interesting idea, I hope the code is modular enough, (maybe not AS generic as a timestop(radius,includeprojectiles,includeuser), etc. but that'd be awesome) as our current time themed antag has very little going for him thats actually related to time (his gun deletes people from time, but it may aswell just delete them)

Re: Sepia Slime

Posted: Sun May 31, 2015 7:34 am
by onleavedontatme
Remie Richards wrote:Interesting idea, I hope the code is modular enough, (maybe not AS generic as a timestop(radius,includeprojectiles,includeuser), etc. but that'd be awesome) as our current time themed antag has very little going for him thats actually related to time (his gun deletes people from time, but it may aswell just delete them)
The timestop is an obj/effect that freezes anyone too close to it, the sepia slime reaction just spawns the effect (and sets the var/mob/living/immune).

You can easily edit the range, sprite, duration etc. Would be easy to make the chrono guy have an item/ability that spawns the effect (or even have projectiles that create it). Code isn't pretty yet (I swear I will use booleans before I make a PR) but here it is

Code: Select all

/obj/effect/timestop
	anchored = 1
	desc = "ZA WARUDO"
	icon = 'icons/effects/160x160.dmi'
	icon_state = "time"
	layer = FLY_LAYER
	pixel_x = -64
	pixel_y = -64
	unacidable = 1
	var/mob/living/immune = null // the one who creates the timestop is immune
	var/freezerange = 2
	var/duration = 10000000

	New()
		..()
		timestop()

/obj/effect/timestop/proc/timestop()
	while(loc)
		if(duration>0)
			for(var/mob/living/M in orange (freezerange, src.loc))
				if(M == immune)
					continue
			//	M.disabilities += MUTE
				M.stunned = 10
				M.anchored = 1
			for(var/obj/item/projectile/P in orange (freezerange, src.loc))
				P.paused = 1
			duration --
		else
			for(var/mob/living/M in orange (freezerange+2, src.loc))
	//			M.disabilities -= MUTE
				M.stunned = 0
				M.anchored = 0
			for(var/obj/item/projectile/P in orange(freezerange+2, src.loc))
				P.paused = 0
			qdel(src)
			return
		sleep(1)
It's kind of ugly but it works. Duration is high because I didn't want it vanishing on me when I was messing around with it. I tried to just have it freeze people via process originally but it wasn't fast enough to keep up with projectile code. The ugly restunning/unstunning mobs is so that everyone who walks into it gets stunned and then unstunned as soon as it ends, no matter how long they've been there.

Re: Sepia Slime

Posted: Sun May 31, 2015 10:39 am
by ThanatosRa
I had a thought... If someone is beign thrown into the timestop, is there any way to code it so they continue their momentum when it ends?

Re: Sepia Slime

Posted: Tue Jun 02, 2015 4:46 am
by Tsaricide
Use the old narsie for the timestop.

Re: Sepia Slime

Posted: Tue Jun 02, 2015 4:57 am
by onleavedontatme
ThanatosRa wrote:I had a thought... If someone is beign thrown into the timestop, is there any way to code it so they continue their momentum when it ends?
I dunno, would have to look. Probably similar to the proj stop but I don't really want to touch throw code.
Tsaricide wrote:Use the old narsie for the timestop.
It's so ugly though

Re: Sepia Slime

Posted: Tue Jun 02, 2015 5:31 am
by Remie Richards
Ugly and if I'm thinking of the right sprite, ripped from another game.
so it's a big nono.

Re: Sepia Slime

Posted: Tue Jun 02, 2015 8:33 am
by onleavedontatme
Actually on testing more the thing works fine when I spawn it independently but as soon as I use the sepia reaction/get an immune mob for it, it stops working.

The if statement is apparently fucking up my for.

Re: Sepia Slime

Posted: Thu Jun 04, 2015 4:05 pm
by Bombadil
ZA WAR'UDO! That better be the incantation for the spell

Drop bomb run off and hit the button. My god its beautiful

Re: Sepia Slime

Posted: Thu Jun 04, 2015 6:00 pm
by Erbbu
ASSISTANTFAGS GET OUT

WRRRRRYYYYYYYYYYYYYYYYYYYY

Re: Sepia Slime

Posted: Fri Jun 05, 2015 1:11 am
by onleavedontatme

Re: Sepia Slime

Posted: Fri Jun 05, 2015 2:39 am
by Celdur
Would it stop people from taking damage from bleeding/choking etc.?

Re: Sepia Slime

Posted: Fri Jun 05, 2015 2:48 am
by onleavedontatme
Celdur wrote:Would it stop people from taking damage from bleeding/choking etc.?
No because I don't want to fuck up mob code with snowflake checks

Re: Sepia Slime

Posted: Fri Jun 05, 2015 3:07 pm
by Remie Richards
Kor wrote:
Celdur wrote:Would it stop people from taking damage from bleeding/choking etc.?
No because I don't want to fuck up mob code with snowflake checks
You could do what the timedeletion gun does, and put them in side a container (but in this case, use the mob's icon so it looks no different)
You can then set the mob's "notransform" to 1, since notransform stops Life() loops and that would stop bleeding and viruses.