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Species default iron teeth trait (#6776)
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# About the pull request

Gives synths and yautja iron teeth by default.
I would expect machines to have the jaw strength to maintain a grip on
small items.

# Explain why it's good for the game

Makes sense, and for things like CLF/Survivor synth makes it so they
don't immediately lose their knife.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Synthetics and Yautja now spawn with the Iron Teeth trait, not
dropping items held in their mouth.
/:cl:
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realforest2001 authored Jul 25, 2024
1 parent d655d89 commit 234e834
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Showing 3 changed files with 8 additions and 7 deletions.
12 changes: 6 additions & 6 deletions code/modules/mob/living/carbon/human/species/synthetic.dm
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Expand Up @@ -8,7 +8,7 @@
unarmed_type = /datum/unarmed_attack/punch/synthetic
pain_type = /datum/pain/synthetic
stamina_type = /datum/stamina/none
mob_inherent_traits = list(TRAIT_SUPER_STRONG)
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_IRON_TEETH)
rarity_value = 2
insulated = TRUE

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name = SYNTH_GEN_ONE
uses_skin_color = FALSE
special_body_types = FALSE
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES)
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES, TRAIT_IRON_TEETH)

hair_color = "#000000"
icobase = 'icons/mob/humans/species/r_synthetic.dmi'
Expand All @@ -81,7 +81,7 @@
uses_skin_color = TRUE
special_body_types = TRUE
burn_mod = 0.8
mob_inherent_traits = list(TRAIT_SUPER_STRONG)
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_IRON_TEETH)

pain_type = /datum/pain/synthetic/colonial
rarity_value = 1.5
Expand All @@ -103,7 +103,7 @@
name = SYNTH_COLONY_GEN_ONE
uses_skin_color = FALSE
special_body_types = FALSE
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES)
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES, TRAIT_IRON_TEETH)
//sets colonial_gen_one synth's hair to black
hair_color = "#000000"
//sets colonial_gen_one synth's icon to WJ sprite
Expand All @@ -116,7 +116,7 @@
name_plural = "Combat Synthetics"
uses_skin_color = FALSE
special_body_types = FALSE
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES)
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES, TRAIT_IRON_TEETH)

burn_mod = 0.6 //made for combat
total_health = 250 //made for combat
Expand All @@ -137,7 +137,7 @@
name = SYNTH_INFILTRATOR
name_plural = "Infiltrator Synthetics"
uses_skin_color = TRUE
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INFILTRATOR_SYNTH)
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INFILTRATOR_SYNTH, TRAIT_IRON_TEETH)

bloodsplatter_type = /obj/effect/temp_visual/dir_setting/bloodsplatter/human

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Expand Up @@ -4,7 +4,7 @@
death_message = "violently gargles fluid and seizes up, the glow in their eyes dimming..."
uses_skin_color = FALSE
burn_mod = 0.65 // made for hazardous environments, withstanding temperatures up to 1210 degrees
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES, TRAIT_EMOTE_CD_EXEMPT, TRAIT_CANNOT_EAT, TRAIT_UNSTRIPPABLE)
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES, TRAIT_EMOTE_CD_EXEMPT, TRAIT_CANNOT_EAT, TRAIT_UNSTRIPPABLE, TRAIT_IRON_TEETH)

slowdown = 0.45
hair_color = "#000000"
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Expand Up @@ -14,6 +14,7 @@
TRAIT_FOREIGN_BIO,
TRAIT_DEXTROUS,
TRAIT_EMOTE_CD_EXEMPT,
TRAIT_IRON_TEETH,
)
unarmed_type = /datum/unarmed_attack/punch/strong
secondary_unarmed_type = /datum/unarmed_attack/bite/strong
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