Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)
Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.
Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.
Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
Although this doesn't change the power level of the Research Director,
it's important to rework "job title" checks into traits or something
similar.
Moving job title specific behaviour out of checks by job name and into
traits means there's more flexibility to trigger behaviour. If an admin
feels the station really needs the ability, they can var edit it in, or
spawn the chip.
Skillchips are neat, and this is the sort of "job-specific skill" that can remain job specific, but still gainable in the shift through in-universe means.
The logic behind the skillchip is that the supermatter is psychically sensitive, hence the hallucinations and headaches from looking at it and projecting the "correct mental aura" will help it calm down. But that is lore following mechanics.
Refactors skillchips to be able to automatically apply more than one trait.
🆑 coiax
tweak: The knowledge of nuclear disk serial numbers is now stored as a
skillchip installed in captains, death squad members and nuclear
operatives.
/🆑
Captain gone braindead, lost the pinpointer, and you need to work out if
a given disk is legitimate? Just cut out the skillchip from their brain,
and install it for knowledge of that horrendously long serial number.
---
Moving the TRAIT_DISK_VERIFIFER from an innate mind trait from the job,
to a skillchip allows for some more in-game methods to gaining access to
disk verification, including the chameleon skillship.
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
* Adds useless skillchip adaptor
* Redo code so that skill_station code doesn't need to be modifed
* Remove helper and return directly instead of setting return code
* Update code/modules/library/skill_learning/skillchip.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Change to bitflag system
Co-authored-by: Rohesie <rohesie@gmail.com>
* Simple skills framework.
* Map changes.
* Adds skillchips to vendor
* Adds skill stations to the map.
* Circuitboards
* Fix typo
* Some minimal instability
* Fixes,tweaks etc
* Suggest better names or we'll end up with these.
* sharpness thing
* tgui build
* Makes wine from booze synthetizer show to wine tasters.
* Makes wine from dispenser have taste for wine tasters.
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Swaps to carbon var.
* wordy helper proc
* While i'm at it, other relaymoves
Co-authored-by: Rohesie <rohesie@gmail.com>