SolRep Uniforms (#1856)

After discussing it with Jackboot, I have decided to give the SolRep their own uniform. In an attempt to differentiate them from the captain, I created a new uniform sprite based off of the US Navy Dress Blue uniform.

Since SolRep's and their alternate title of IAA are very different, I decided it would be best to spawn all of the SA gear on the SolRep specifically, so that the IAA doesn't get greedy with a locker.

The SolRep now spawns with:
A regular pair of sunglasses.
A Lieutenant Sol Navy dress uniform
A Navy cap
Laced dress shoes
A ceremonial sword

They no longer spawn with a briefcase.

I also switched the sprite of the Marine dress cap and the Navy dress cap, because I believe that they better match their source this way.

I also renamed the dress whites uniform to be Sol Navy Commander Dress Uniform, and the Dress blues are Sol Navy Lieutenant Dress Uniform. This is to me the best way to convey rank without creating a whole new insignia accessory.
This commit is contained in:
LordFowl
2017-03-01 01:22:59 -05:00
committed by skull132
parent 9823371e1a
commit e00ba48c8f
4 changed files with 32 additions and 19 deletions

View File

@@ -49,7 +49,7 @@
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
if(5) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/duffel(H), slot_back)
if(5) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/duffel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_service(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(H), slot_wear_suit)
@@ -286,22 +286,27 @@
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
if(5) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/duffel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/internalaffairs(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/internalaffairs(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/big(H), slot_glasses)
H.equip_to_slot_or_del(new /obj/item/device/pda/lawyer(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase(H), slot_l_hand)
if (H.mind.role_alt_title)
switch(H.mind.role_alt_title)
if("Alliance Representative")
H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack) //remove those when the event is over
H.equip_to_slot_or_del(new /obj/item/device/pda/lawyer(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/colt(H), slot_in_backpack) //remove those when the event is over
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/dress/subofficer(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
H.equip_to_slot_or_del(new /obj/item/clothing/head/dress/officer(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/melee/ceremonial_sword(H), slot_belt)
H.implant_loyalty_sol(H)
if("NanoTrasen Internal Affairs Agent")
H.implant_loyalty(H)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/internalaffairs(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/internalaffairs(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/big(H), slot_glasses)
H.equip_to_slot_or_del(new /obj/item/device/pda/lawyer(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase(H), slot_l_hand)
return 1

View File

@@ -72,13 +72,21 @@
contained_sprite = 1
/obj/item/clothing/under/rank/dress/officer //sol marine officer dress unniform
name = "sol navy officer dress uniform"
desc = "A fancy military looking dress uniform issued to Sol Alliance navy officers."
name = "sol navy commander dress uniform"
desc = "A fancy military looking dress uniform issued to high ranking Sol Alliance navy officers. This one wears the rank of Commander"
icon = 'icons/obj/sol_uniform.dmi'
icon_state = "dress"
item_state = "dress"
contained_sprite = 1
/obj/item/clothing/under/rank/dress/subofficer //sol marine officer dress unniform
name = "sol navy lieutenant dress uniform"
desc = "A fancy military looking dress uniform issued to lower ranking Sol Alliance navy officers. This one wears the rank of Lieutenant"
icon = 'icons/obj/sol_uniform.dmi'
icon_state = "subdress"
item_state = "subdress"
contained_sprite = 1
/obj/item/clothing/under/rank/dress/admiral //admiral uniform
name = "sol navy admiral uniform"
desc = "A fancy military dress uniform issued to a higher member of the Sol Alliance navy."
@@ -126,16 +134,16 @@
name = "sol marine dress cap"
desc = "A green cap issued as part of the Sol Alliance marine dress uniform."
icon = 'icons/obj/sol_uniform.dmi'
icon_state = "whitewheelcap"
item_state = "whitewheelcap"
icon_state = "whitepeakcap"
item_state = "whitepeakcap"
contained_sprite = 1
/obj/item/clothing/head/dress/officer
name = "sol navy officer dress cap"
desc = "A white cap issued as part of the Sol Alliance navy officers dress uniform."
icon = 'icons/obj/sol_uniform.dmi'
icon_state = "whitepeakcap"
item_state = "whitepeakcap"
icon_state = "whitewheelcap"
item_state = "whitewheelcap"
contained_sprite = 1
/obj/item/clothing/head/dress/admiral

View File

@@ -677,28 +677,28 @@ var/global/list/gear_datums = list()
path = /obj/item/clothing/accessory/holster/armpit
slot = slot_tie
cost = 1
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet")
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet","Alliance Representative")
/datum/gear/hip
display_name = "holster, hip"
path = /obj/item/clothing/accessory/holster/hip
slot = slot_tie
cost = 1
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet")
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet","Alliance Representative")
/datum/gear/waist
display_name = "holster, waist"
path = /obj/item/clothing/accessory/holster/waist
slot = slot_tie
cost = 1
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet")
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet","Alliance Representative")
/datum/gear/thigh
display_name = "holster, thigh"
path = /obj/item/clothing/accessory/holster/thigh
slot = slot_tie
cost = 1
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet")
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Security Cadet","Alliance Representative")
/datum/gear/tie_blue
display_name = "tie, blue"

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