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HoP has a platinum card which has infinite common slots but limited command slots (#90065)
## About The Pull Request HoP spawns with a platinum ID card, an intermediate between gold and silver. It's one-of-a-kind, has Infinite common slots, 2 command slots, 1 prv command slot (dedicated to their office). HoP doesn't spawn with all those common slots filled though, they have to do that manually. This means they can give themselves access to all common areas on the station, all the time - but are still limited to a selection of 2 command locations (armor, ai sat, vault, etc) ## Why It's Good For The Game 1. Sovl 2. HoP has taken too many Ls lately 3. HoP already has functional AA by either making multiple cards or by changing their card's access on the fly via their PDA and I think this is functionally a bit healthier (at least healthier than the pda thing) 4. Gives the HoP more of an identity as a second in command, being able to be almost anywhere the captain can be 5. Adds a target back on the HoP's head (not many people gank them for access anymore) ## Changelog 🆑 Melbert add: HoP now spawns with a platinum ID card which can hold infinite common access slots, but is still limited in amount of command slots. /🆑
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@@ -18,6 +18,12 @@
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WILDCARD_NAME_COMMAND = list(limit = 2, usage = list()), \
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WILDCARD_NAME_PRV_COMMAND = list(limit = 1, usage = list()) \
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)
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/// The Platinum card, an in between of silver and gold, which can have infinite common but is still limited in command
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#define WILDCARD_LIMIT_PLATINUM list( \
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WILDCARD_NAME_COMMON = list(limit = -1, usage = list()), \
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WILDCARD_NAME_COMMAND = list(limit = 2, usage = list()), \
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WILDCARD_NAME_PRV_COMMAND = list(limit = 1, usage = list()) \
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)
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/// Wildcard slot define for Captain gold cards. Can hold infinite of any Captain level wildcard.
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#define WILDCARD_LIMIT_GOLD list(WILDCARD_NAME_CAPTAIN = list(limit = -1, usage = list()))
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/// Wildcard slot define for select Syndicate-affiliated cards. Can hold infinite of any Syndicate level wildcard. Syndicate includes all station accesses.
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@@ -1274,17 +1274,29 @@
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trim = /datum/id_trim/maint_reaper
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registered_name = "Thirteen"
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/obj/item/card/id/advanced/platinum
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name = "platinum identification card"
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desc = "A platinum card which shows the highest level of dedication."
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icon_state = "card_platinum"
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inhand_icon_state = "platinum_id"
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assigned_icon_state = "assigned_silver"
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wildcard_slots = WILDCARD_LIMIT_PLATINUM
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/obj/item/card/id/advanced/platinum/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_TASTEFULLY_THICK_ID_CARD, INNATE_TRAIT)
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/obj/item/card/id/advanced/gold
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name = "gold identification card"
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desc = "A golden card which shows power and might."
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icon_state = "card_gold"
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inhand_icon_state = "gold_id"
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assigned_icon_state = "assigned_gold"
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assigned_icon_state = "assigned_silver"
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wildcard_slots = WILDCARD_LIMIT_GOLD
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/obj/item/card/id/advanced/gold/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_TASTEFULLY_THICK_ID_CARD, ROUNDSTART_TRAIT)
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ADD_TRAIT(src, TRAIT_TASTEFULLY_THICK_ID_CARD, INNATE_TRAIT)
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/obj/item/card/id/advanced/gold/captains_spare
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name = "captain's spare ID"
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@@ -55,7 +55,7 @@
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name = "Head of Personnel"
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jobtype = /datum/job/head_of_personnel
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id = /obj/item/card/id/advanced/silver
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id = /obj/item/card/id/advanced/platinum
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id_trim = /datum/id_trim/job/head_of_personnel
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uniform = /obj/item/clothing/under/rank/civilian/head_of_personnel
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backpack_contents = list(
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