Adds a Dominian mercenary loadout, finishing off the main Human factions that can be represented via mercs.
Also, adds two Dominian dresses to the loadout (the Dominian clothing selection) and fixes the description of the Himeo cap.
The weirdest part of this PR is the 80 melee resists on the Dominian RIG. The other stats have been lowered to compensate for this (given it's meant to be a melee-centered suit) but let me know if the stats aren't to your liking, and I'll be willing to change them.
The Dominian mercenary kit gets 4 voidsuits, the RIG, 4 energy cutlasses and 4 resprited energy shields. The resprite just turns them red.
The solo mercenary kit gives you 1 voidsuit, a shield, a cutlass, and that's it.
The RIG is below, armed and unarmed.
Added a holographic ammo display, that provides the number of bullets left as a number next to the sprite.
Added the HAD to the devices and tools uplink, as well as to cargo under Zavodskoi.
Fixes a bug with gunshot residue when certain gloves are worn.
Added a lowpop gamemode called 'Burglars', featuring a new type of antagonist, a mix between a heister and a traitor. Neutered for lowpop fun.
Added a mixed gamemode, 'Conflict', which is heisters and burglars.
Added sharpened bear traps, a mechanical trap that ignores armour in the clamp action, to the Stealthy and Inconspicuous Weapons uplink.
Added closet teleporters to the Stealth and Camouflage Items uplink, a device that start linked and can be attached to closets to set-up a teleport network. Step inside and close the door to teleport.
Pushing a wall to try and find a secret entrance now takes a few seconds of touching and feeling.
The agent ID card now makes you invisible to the AI when electronic warfare is enabled.
The price of the agent ID card have been upped to 4, from 3.
Agent IDs now have a charge, which lasts for a few minutes. When the charge runs out, electronic warfare is disabled.
Credits to Loaf (the man of many names) from Nebula for teaching me this technique.
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.
Added a personal shield device to the traitor tools uplink.
Added a radiant shielding aura spell to Battlemage and Cleric.
Added an exosuit shield drone to the mechfab.
This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.
- Added a new category to the traitor uplink, which is only available to revolutionaries.
- Head Revolutionaries now spawn with an uplink that has 50 TC, they also get an alert telling them to not abuse it.
- Revamped the drill dropper into a generic orbital dropper, capable of dropping ANY sort of item you wish it to.
- Added a Mech orbital dropper. Added an Armory orbital dropper.
- Made loyalty implants display their text correctly when they implant someone.
- Added aggression implants, which makes whoever it is implanted into extremely aggressive. Quite useful for starting a revolution.
- Added some description_antag to mercenary cipherkeys, informing the reader that the mercenary radio key is :t.
- Added a gear crate (not for mercs) which is just six syndicate softsuits. Useful in a pinch.
This pr adds a new cool unarmed weapon; the ballistic gauntlet. It is a glove with a gun, that when you punch your target, it fires the gun at them. Traitors can buy those in the uplink.
Sprites were made by kyres.
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
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.
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/
Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
-adds framework for weapons based martial arts, implementing a very basic swordsmanship
-makes the martial art books more modular
-fixes some minor issues with some of the martial art code
-adds amohdan swordsmen gear, to be used in a future event/sold by the merchant
- fixes#6083
Yet another really bad idea from me that most people are going to like anyway.
The issues with the redundant commits down below should be fixed come next PR being merged. It's just some awkward nonsense with gitbash not working properly on my toaster, coupled with my lack of competency with it.
Safer way accessing surge module in robot_damage.dm on emp_act that will not cause warnings or errors.
Updated antag up link description for surge module
So I was given input by the community that new IPC and borg surge modules are kinda useless. As they only provide 1-3 EMP protections given that ION rifles are 10 shots charge, and that IPC costs 14 TC which is more then half of traitor uplink. And borgs surge cost too much in resources to build. I expected that, so now I think I want to buff it.
IPC surge module now costs 12 TC(as opposed to 14).
comes in with 2-5 EMP protections which is RNG based.
Borg's surge module built cost in gold and silver was reduced by 50% from 10000 G and 15000 S to 5000 G and 7500 S.
Borg's surge module comes in with 2-5 EMP protections which is RNG based
Also I made surge's nanopaste to look fancier 💯
Adds HUD aviators, they can be toggled onto HUD mode or just appearing as aviators. Security variant transforms from security HUD to flash protection. In turn, I've taken away their default glasses in exchange for these. This also adds civilian sunglasses to the loadout for fashion purposes.
Adds cyborg heavy surge prevention module as an upgrade by robotics. It is expensive to make, requires a bit high tech, and can protect cyborg for 1-3 EMP pulses which is purely random when module is installed.
Adds IPC surge prevention module via antag uplink. The module comes in the form of modified red nanopaste that only interacts with IPCs. Like cyborg module it gives EMP protection for 1-3 pulses which is purely random by nanopaste. Can be used only once per paste. Cost for it is 14 telecrystals(idk if need to bump it higher, idea is that you can't buy two of them as traitor).
adds sprite for new nanopaste with surge module.
Cleans up some code in files I worked on.
Fixes bug where destroyed cyborg components would vanish. Fixes#5000
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.
Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:
The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.
You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.
The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.
ERT get a class 4 KA for use in special operations, if they choose to use it.