Commit Graph

9 Commits

Author SHA1 Message Date
Werner
83b9b36012 Further Ghostspawner Adaptations (#6857)
Spawns the rescue pods survivors with a GPS
    Gives a ID to the pod-smuggler
    Removes the prefix/suffix from the entered name if someone accidentally enters it
    Makes the appearance changer configurable (so it´s possible to determine by spawnpoint what someone should be able to change about the char)
    Makes the first part of the name prompt configurable
    Adds species overrides for ghost-spawner equipment.
    Fixes a bug with belt items being spawned twice.
2019-08-13 21:25:26 +03:00
Werner
521cf0ef67 Fixes/Tweaks Ghostspawners (#6842)
* Added a drill to the survivor pod
* Fixed a bug which caused a spawner with unlimited slots to disable itself after the first spawn
* Fixes a bug with the CCIA Equipment. #Fixes #6844
* Added a verb to despawn to admin mobs
* Removed the human respawn delay from the visitor/pod survivor
* Prevents Tajara/Unathi from becoming checkpoint guards to avoid the shoe/gloves issue
2019-08-11 12:31:56 +02:00
Werner
a8e4e7f88c Ghost Roles (#6706) 2019-08-10 23:57:49 +02:00
Mykhailo Bykhovtsev
e51ca16771 Ceres' additions part three (#6748)
Depends on #6743

    Adds Lance fatigues, male and female dresses to the game.

Select equipment verb additions:

    Adds Lancer

    Adds Lance Medic

    Adds Lance Engineer

    Adds Lance Operative

Misc changes:

    Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon

    Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.

    Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
2019-07-27 00:01:47 +03:00
Alberyk
b0e6ece48b Gun update: the end of the space cold war (#6742)
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
2019-07-24 21:31:09 +03:00
Erki
bd2d9a184d Better factions and contractors (#6493)
Intent of this PR: make factions actually matter.

How we're going to do this:

Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
2019-07-16 00:21:34 +03:00
fernerr
77c262e9a2 Security and Central command uniforms sprite overhaul (#6560) 2019-06-18 00:28:53 +02:00
fernerr
7ec85635e5 A round of sprite improvments/additions. (#6363)
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)

    Adds new sprites for the tactical gear available in cargo.
    Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
    Improves the sprite of the ushanka, adds the old one as a variant by request.
    Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
    Adds a TCFL jacket to the loadout.
    Changes the flipped sprites of most caps to be leaning rather than straight.
    Makes the visors of biosuits transparent.
    Recolours the security biosuit from orange to pale blue.
    Recolors the hip holster to be black.
    Makes the tactical gas masks eyes transparent.
    Tweaks the red and blue bandanas to be less bright.
    Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
    Makes the security berets more fitting with the standard blue one.
2019-05-23 09:16:55 +03:00
Werner
b823b4eb05 Converts jobs and admin equipment to use outfits (#5827)
Converts the jobs and admin equipment to use outfit datums.
2019-02-19 23:58:05 +02:00