Gang Update: Implants Edition

- Multiple gang leaders are spawned at round start, the number which depends on server population
- Only one boss per gang, the rest are lieutenants
- Only the gang boss can recall the shuttle
- Gangsters can no longer be promoted mid-game.
- Security can once again deconvert gangsters with loyalty implants
  - A message is shown if the deconversion destroys the implant in the process

- Added an Implant Breaker item to the gangtool as a purchasable item for 10 influence each
  - They are a one-use item that destroys all implants in the target, including loyalty implants
  - They will also attempt to recruit the target before destroying itself
  - As this is an implanter it requires the target to remain still for a few seconds to administer it
- Implanters no longer work if the target is wearing headgear. Remove them first

- Added help text whenever you buy certain items from the gangtool
- Spare gangtools now cost 30 influence for everyone
  - They no longer give you a free pen
- Increases domination limit back to 3
- Purchased outfits are automatically equipped in your hand, if possible
- Gang boss has a 3 minute window at round start to select an outfit style. If he doesn't select one, the his lieutenants may pick one. No gang outfits can be created without a style picked first.
  - This is just to give the gang boss the first opportunity to pick an outfit style for his gang
- You can now see how many outfits your gangtool has in stock
- Outfits are no longer used up if you cancel the style selection prompt
- Loyalty implant destruction message has been moved to its Destroy()
This commit is contained in:
Ikarrus
2015-06-29 23:50:06 -06:00
parent 78daa21670
commit 1e30fc4b6c
7 changed files with 204 additions and 103 deletions
-2
View File
@@ -26,8 +26,6 @@
/datum/surgery_step/extract_implant/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(I)
user.visible_message("[user] successfully removes [I] from [target]'s [target_zone]!", "<span class='notice'>You successfully remove [I] from [target]'s [target_zone].</span>")
if(istype(I, /obj/item/weapon/implant/loyalty))
target << "<span class='notice'><b>You feel a sense of liberation as Nanotrasen's grip on your mind fades away.</b></span>"
qdel(I)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/H = target