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Blood Deficiency quirk not working on Xenobiological Slime Hybrids

Open Syrox25 opened this issue 2 years ago • 2 comments

Reporting client version: 514.1583

As titled.

Round ID:

6180

Testmerges:

Reproduction:

Take Quirk as Slime: watch as "blood" will not slowly fall to 80% as intended. Cry as gimmick is ruined and there's no reason to keep drinking welding fuel.

Syrox25 avatar Aug 07 '22 01:08 Syrox25

Looking into this one

Floofies avatar Oct 15 '22 10:10 Floofies

Ok, so this is a bit of a weird one I'll be fixing shortly.

Slimes have the NOBLOOD species trait, yet have blood. Weird snowflakeyness abounds. The quirk has a conditional which checks for that trait:

if(NOBLOOD in carbon_target.dna.species.species_traits) //can't lose blood if your species doesn't have any
	return

A quick comment in the jellypeople.dm yields this hint: "Slimes have both NOBLOOD and an exotic bloodtype set, so they need to be handled uniquely here.". I'll most likely create a Blood Deficiency optimization for slimepeople that drains their jelly properly.

Floofies avatar Oct 25 '22 08:10 Floofies