* REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Moves chef's CQC area whitelist into the mapping config and better balances chef CQC as a result.
* a
* a
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Removes the Chameleon Skillchip from the game. (#57620)
* Removes the Chameleon Skillchip from the game.
* Update CentCom_skyrat_z2.dmm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Changes fireman carrying from a trait on gloves to a skillchip (#56593)
* Changes fireman carrying from a trait on gloves to a skillchip
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Move origin of chef CQC to skillchip (#56437)
One more intrinsic property of a job that has been moved to an
extrinsic, that won't likely affect many rounds, but now makes more
aspects "lootable".
* Move origin of chef CQC to skillchip
Co-authored-by: coiax <yellowbounder@gmail.com>
* fixes various grammar issues (#56446)
fixes misspellings of 'permanently'
fixes grammar with bandaging wounds on yourself
* fixes various grammar issues
Co-authored-by: elle <54373583+dermondarble@users.noreply.github.com>
* Rework job food/alchohol benefits into livers (#55721)
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.
* Rework job food/alchohol benefits into livers
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Tweak the RD's suplexing ability into a skillchip (#55870)
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.
* Tweak the RD's suplexing ability into a skillchip
Co-authored-by: coiax <yellowbounder@gmail.com>
* Move psychologist immunity from mind to skillchip (#55813)
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.
* Move psychologist immunity from mind to skillchip
Co-authored-by: coiax <yellowbounder@gmail.com>
* Merge pull request #55834 from coiax/k33p-th4t-d15k
Move disk verification into skillchip
* Move disk verification into skillchip
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* 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
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Refactors occupant to use setter (#54373)
This is to make it easier to attach a signal to the setting of the occupant.
* Refactors occupant to use setter
Co-authored-by: nicbn <nicolas.nattis@gmail.com>
* Machines now store their components in their contents. (#52970)
Machine parts are now located in the machine instead of nullspace.
* Machines now store their components in their contents.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>