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Synthetic Chem/Babble Effects #4342

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Katskan opened this issue Sep 5, 2023 · 1 comment
Open
3 tasks done

Synthetic Chem/Babble Effects #4342

Katskan opened this issue Sep 5, 2023 · 1 comment
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Oversight Test your code rigorously only for you to overlook something ultra obvious

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@Katskan
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Katskan commented Sep 5, 2023

Testmerges

#4246, #4224, #4063, #4314, #4332, #4335, #4253, #4336

Description of the bug

Various effects that don't make sense affect synthetics. These don't really have tangible gameplay impact either as they primarily help with capturing marines, e.g. babbling speech. Issue items that have been noted:

  • When tail stabbed by a boiler, the toxin causes babbling, coughing blood, and screen wobble saying "you're dizzy and need to lay down"
  • Certain research chem properties which interfere with speech will cause a synthetic to babble if sprayed on them
  • Being tail stabbed particularly in the head causes babbling speech

What's the difference with what should have happened?

These effects have gameplay benefits against marines because it makes them easier to capture, but on synthetics it's LRP, inconsistent with the setting and you can't capture a synthetic anyways. They should not have any effect on mobs that are robotic.

How do we reproduce this bug?

  1. Boot a live round or a private server, have reproduced multiple times in both settings
  2. Attack a synthetic with any of the listed methods
  3. Have the synthetic try to speak, and/or look at their chat log
  4. Observe weird and wonky effects

Issue Bingo

@Katskan Katskan added the Bug Admin events aren't bugs label Sep 5, 2023
@realforest2001 realforest2001 added Oversight Test your code rigorously only for you to overlook something ultra obvious and removed Bug Admin events aren't bugs labels Sep 5, 2023
@Diegoflores31
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I want to add that synthetics CAN babble when damaged as seen in the movies

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