feat: ACIDBLOOD
monsters yield acid when harvesting blood, related fixes
#5397
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Checklist
Required
main
so it won't cause conflict when updatingmain
branch later.Optional
Purpose of change
I noted previously that acid causing multi-tile spills when dropped on the ground was the main obstacle to giving acid-blooded monsters concentrated acid as a harvest yield, but I was talked into fixing that. Along the way I fixed another odd problem and some assorted other related things that came up.
Describe the solution
C++ changes:
liquid_handler::handle_all_liquid
inextract_or_wreck_cbms
andbutchery_drops_harvest
to usePICKUP_RANGE
as the container radius instead of just 1, same as all other calls tohandle_all_liquid
in the source files.JSON changes:
. Defined the following harvest entries:
mutant_human_acid
,zombie_acid
, andzombie_maybe_mil_bionics_acid
. Based off related harvest entries but drops acid instead of blood.. Human snails changed from harvest entry
human
tomutant_human_acid
.. changed harvest entries of acidic zombies, corrosive zombies, spitter zombies, and wretched pukers from
zombie
tozombie_acid
.. Changed harvest entries of acid-sniper zombies and from
zombie_maybe_mil_bionics
tozombie_maybe_mil_bionics_acid
.. Removed
scale_qty
from thedrop_action
of concentrated acid, so that if the player is forced into dumping any leftover acid blood from bleeding a corpse, they won't have it spread out across multiple tiles and most likely unavoidably spread acid directly under their feet.. Updated mods: changed puker necromorph's harvest from
zombie
tozombie_acid
, defined harvest entryzed_dino_feather_acid
to spawn acid blood, updated two acidic zinos with it, and also in a misc change belatedly added blood to all existing harvest entries in mods that warrant it.Describe alternatives you've considered
screm
Testing
Additional context