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Heavyweight Drunk Trait + Drunk Traits Rework (#512)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds the inverse of lightweight drunk, which makes you less susceptible to the effects of ethanol. (more specifically, it halves the damage of alcohol and you need to drink twice as much to feel the effects in the first place) To make the change happen, `LightweightDrunk` component was reworked to: - A) no longer change any drunk effects (including non-alcohol related drunkness like bloodloss) - B) instead multiply the effects of ethanol in your bloodstream I chose this route in particular, because the other option of multiplying the amount of ethanol gained from alcohols is nonsense. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Add a `TryMetabolizeReagent` event to `MetabolizerSystem.cs` so a `LightweightDrunkSystem.cs` can listen to the event and multiply the effects of "Ethanol" specifically. - [X] Add the Heavyweight Drunk trait - ~~Fix a minor spelling mistake that caused the trait condition to not show up~~ - [ ] Would we be able to name trait files after categories? I don't want to put every positive trait in a file named 'skills.yml' --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added the Heavyweight Drunk trait, which doubles your alcoholism potential. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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8 changes: 2 additions & 6 deletions
8
...d/Components/LightweightDrunkComponent.cs → ...its/Assorted/LightweightDrunkComponent.cs
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,23 @@ | ||
using Content.Server.Body.Components; | ||
using Content.Server.Body.Systems; | ||
using Content.Shared.Chemistry.Reagent; | ||
using Content.Shared.Traits.Assorted.Components; | ||
|
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namespace Content.Shared.Traits.Assorted.Systems; | ||
public sealed class LightweightDrunkSystem : EntitySystem | ||
{ | ||
public override void Initialize() | ||
{ | ||
SubscribeLocalEvent<LightweightDrunkComponent, TryMetabolizeReagent>(OnTryMetabolizeReagent); | ||
} | ||
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||
private void OnTryMetabolizeReagent(EntityUid uid, LightweightDrunkComponent comp, ref TryMetabolizeReagent args) | ||
{ | ||
Log.Debug(args.Prototype.ID); | ||
if (args.Prototype.ID != "Ethanol") | ||
return; | ||
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||
args.Scale *= comp.BoozeStrengthMultiplier; | ||
args.QuantityMultiplier *= comp.BoozeStrengthMultiplier; | ||
} | ||
} |
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