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Paraplegia! #27999

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@Scribble-Sheep Scribble-Sheep commented Jan 16, 2025

What Does This PR Do

Adds in a new roundstart disability, Paraplegic!
This is selectable in the disabilities menu, and will cause you to spawn with a wheelchair, and nonfunctional legs.
Prosthetics, amputation+reamputation, and augmentation all will not work due to this issue being spinal.
As with all roundstart disabilities, mutadone will only work if you didn't begin the round with it. The only surefire way to be rid of it is to have genetics cure it. (bc that just fixes everyone)

Behind the scenes, this also comes with two genetics syringes spawnable by admins, and a new trait that's checked during handle_stance to render you unable to use your legs, and in krav maga leg sweeps, since that was one of the few places I saw that needed one.
(Well, that and the special interaction you get from pointing at things as a nugget. Did you know that was a thing? Probably not, bc it only works with say *point.)
I pray to god in heaven that I didn't miss anything.

This disability will prevent you from joining as any role that "missing limbs" is currently unable to join, which is Security, CE, and Blueshield.

Why It's Good For The Game

As of right now, the only way to join as a character who's in a wheelchair is to remove your legs, which isn't for everyone.
Either because you want a character that's representative of a more nuanced disability, or bc it doesn't make sense for people to come in with missing limbs on a station where people can easily get robot arms/legs.
And, for some people like myself, we wanna actually like. Play with our chosen disabilities and not just lose them the moment you're cloned.
I think this could add some more roleplaying options for types of characters people might wanna play, as well as a new and horrifying failure mode for geneticists to stumble across.

I've also gotten positive responses from a few people on the discord, so I think this is worth being its own thing, separate from leg removal.

Images of changes

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Testing

Four...straight...miserable hours of testing....
Spawned five vulps, three with paraplegia from different means (roundstart, playerpanel, and genetics syrings) as well as one without legs, and a fully abled vulp as a control to make sure I didn't break anything.

  • I made sure that limb removal/augmentation kept the disabilty and its function, I made sure that they weren't able to ride anything that legless characters were unable to ride, (and found a bunch of existing bugs there that are out of scope for this PR)
  • I made sure that it showed up on both the medbay scanner window, and their printouts like blind, nearsighted, and..some other disability that I don't remember atm
  • I made sure roundstart paraplegics started in a wheelchair
  • I made sure that legcuffs and beartraps all worked properly on both paraplegics and standard vulpkanin, as well as ensuring that paraplegics don't take chest damage from beartraps unless they're lying down.
  • Timed the movement speed of the same vulp, with various combinations of having legs and having paraplegia to ensure it was the same movement speed (11 seconds and 38 ms each time)
  • I ensured that crutches properly kept paraplegics from falling over, and had different speeds depending on if they were wielded or not.
  • Double checked the "View Runtimes" verb to make sure there were no errors during any of my testing.

Declaration

  • I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.
    image


Changelog

🆑Sheep
add: Added a new disability, Paraplegia! Available as a roundstart disablity or a genetics disability to be cursed by RNG with.
/:cl:

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally TGUI This PR modifies TGUI, will conflict labels Jan 16, 2025
@autocephalophagy
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autocephalophagy commented Jan 16, 2025

Will this be something genetics can find, or are the syringes admin only. There are still a few gene blocks that do absolutely nothing and the image of a geneticist injecting themselves then instantly falling to the ground is very funny to me.

Nevermind seems like it is I should read the entire thing before commenting

@Burzah Burzah added the Requires SOP Update This PR requires an update to our Standard Operating Procedures (SOP). label Jan 16, 2025
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally labels Jan 16, 2025
@Scribble-Sheep
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Will this be something genetics can find, or are the syringes admin only. There are still a few gene blocks that do absolutely nothing and the image of a geneticist injecting themselves then instantly falling to the ground is very funny to me.

Nevermind seems like it is I should read the entire thing before commenting

It should hopefully be? But I'll be honest, I don't do genetics at all, so idk how to really double check that.
I've followed all the same stuff that blindness and the other disabilities do, the genetic injectors work, and it shows up as a genetic block in the player panel, so it should be accessible through the department!

@Scribble-Sheep
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Also this would require a wiki update as well. Idk how to tag that.

@1080pCat 1080pCat added the Requires Wiki Update Useful for Wiki Contributers to search for things that need updating label Jan 17, 2025
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-Status: Awaiting review This PR is awaiting review from the review team Requires SOP Update This PR requires an update to our Standard Operating Procedures (SOP). Requires Wiki Update Useful for Wiki Contributers to search for things that need updating TGUI This PR modifies TGUI, will conflict
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6 participants