* 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
Defined all the existing light_color values.
Moved their definitions to colors.dm
Made white the default color. It was so already, but that was very obscured.
Moved the atom light-related variables to the atom definition.
Wrapped changes to variables such as light_color into procs that report the event through signals.
Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
Cleaned up a little bit of code in where new variables were defined before redefinitions.
This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.
There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
* prices & income
* more prices
* lower megaseed premium prices
* custom prices for premium tools
* slightly lowers prices for some snacks/drinks/cigs
* hey get back here
* Blue, Gray suspenders
* Adds suit toggle for X-Y suspenders for some reason
* Psijic monk robes and hood, toggles, all good to go.
* Cleans up magic pixels, tones down colors.
* Inhand sprites are in.
* Suspenders exist on the map somewhere
* BEGONE FORELORN PIXELS OF YORE
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
About The Pull Request
Some skirt sprites were offset i dont know how this happened i swear i fixed this before but apparently not. Fixed the assistant skirt necklines being way too high. Added extra details on some skirts.
Added 5 previously missing skirts including 2 lawyers skirts(like they dont have enough already), rainbow, syndicate and tacticool. Fixed the disorganized mess that was the Lawdrobe.
Why It's Good For The Game
Updated skirts good. Rainbow skirt good. Skirtleneck good.
Changelog
cl
add: The long lost rainbow jumpskirt has been found
add: Rumor has it that even the syndicate have started producing skirts for their operatives
tweak: Department skirt necklines are more in-line with their jumpsuit counterparts, sprites are no longer offset, added detail
/cl
This PR adds 6 new types of cowboy boots. Brown, black and white
cowboy boots have been added to the clothesmate. Two types of lizard
skin boots can be crafted, these boots can then be exported for money.
An additional pair of fancy boots are currently unobtainable, but will
be part of a future project. Cowboy boots can now act as shelter for
some type of snakelike creatures, fill a pair with snakes as a prank
or harebrained assassination plot.
About The Pull Request
Adds department skirts to all related lockers/vendors
Why It's Good For The Game
Skirts good
Changelog
cl
add: added department skirts
fix: fixed secskirt dixel
/cl
About The Pull Request
I didn't like how the wardrobe replaced lockers but you couldn't clean up after yourself say once you switched to the nurse's outfit as a doctor. Now, anyone can put clothes in a wardrobe so long as that clothing is a vendable product of said wardrobe (No engineering jumpsuits in science vendor, etc.).
Building off the previous snack machine vendor, this lays the framework for ALL vendors to allow all sorts of items to be inputted into vendors, all you have to do is change canLoadItem(obj/item/I,mob/user) to TRUE for the items you want the vendor to accept! It also has an option to restrict loading by changing canload_access_list. NOTE: having any of the access permits input instead of all access is needed to input (important distinction!)
ECONOMY: This will make it so any clothes you put in becomes a sellable product. It does NOT make it free unless you can already access the vendor's contents for free.
Code improvement + minor QoL with minute balance implications. If you want to discuss how making it easier to clean up your unused clothes makes it more difficult for antags to sneak then I'm in trouble lol.
Why It's Good For The Game
Changelog
cl ExcessiveUseOfVending
tweak: Wardrobe Vendors will now accept clothing types they sell. Now you can clean up after getting that cool alternate uniform!
code: see PR #43964 on how to easily setup a vending machine to accept items!
/cl
* Adds the rasta beanie
* Added Bishop Mitre
* Added some more religious headgear
Clown Mitre (Hat of the Honkmother)
Kippah
White and Red Taqiyahs
Medieval Jewish Hat
* Fixes icon_state for the Hat of the Honkmother
* Added some new chaplain outfits
Bishop Robe
Monk's Frock (with hood)
Eastern Monk's Robe
White Robe
* Added Robes of the Honkmother
* Added new religion hat icons
Bishop Mitre
Clown Mitre
Kippah
Red and White Taqiyahs
Medieval Jew Hat
Rasta Beanie
* Added new religion suit icons
Bishop Robe
Monk's frock
Eastern Monk's Robe
White robe
* Added new religious suits
* Added new religious headgear
* Added in-hand sprites for new religious suits
* Added new religious clothing to the chaplaindrobe
Includes new premium and contraband objects.
* Added clown priest's robes to premium
* Added some religion follower hats
Kippah
Taqiyah (red)
* Added rastacap to the chaplain vendor
* Fixed obj directory for red taqiyah
* Fixed spelling of "dreadlocks
* Allowed clown robes to hold prank items
* Created .dm for chaplain suits
For easy organization
* Removed clown priest robes
Put them in chaplainsuits.dm
* Moved new chaplain suits
To chaplainsuits.dm
* Moved holiday priest
to chaplainsuits.dm
* Moved holiday priest to chaplainsuits.dm
* Updated suit obj defines, added monk's frock
* Updated obj defines for chaplain suits
* Updated holiday priest obj define
* Updated chaplainsuit obj defines, added white robes
* Fixed subtype define
Man, that was an embarrassing spelling mistake
* Fixed subtype define
For real this time I hope
* Added chaplainsuits.dm
* Fixed clown robes
* Updated holiday priest path
* Updated path for chaplainsuits
* Re-added prank items to clown robe storage
* Updated pathing for chaplain suits on Pubby
* Added comments
Hopefully this will help the AppVeyor check go through
* Adds wardrobe vending machines.
* Adds the refill cartridges to cargo.
* Removes access requierments and fixes spelling errors.
* More spelling errors fixed, curse the English language.
* Added sec skirts and grey uniforms to the sec vendor, and added formal uniforms as premium items to it.
* Fixing some grammer/spelling errors and adds the purple bartender uniform to the vendor.
* .
* Does Shizzy's requested changes.
* Adds these machines as options at the vendor circuit board. Adds more product ads.
* Fixes compile error.
* Sprite fix and two more things to the MediDrobe.
* adds the sprites
* Adds the vendors to box station.
* splits the supply packs up into different departments. Costs adjusted to be consistent with the autodrobe crate.
* Modularises vending machines
Each machine now has its own file, which includes it's refill cannister for easy maintenance
* Moved and renamed vending file