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## About The Pull Request `adjust_fishing_difficulty` is a good one to make into a bespoke element since a number of the same clothing item are created in the wardrobe system. climb_walkable is also good due to how prevalent it is, and it is a bit of a two for one since it also removes the need for the `/component/connect_loc_behalf` Also stops adding the on_climbable trait to literally everything in the turf, it now only applies it to atoms with density. So no more pipes and stuff getting trait lists created for no reason. <details><summary> Tested + things still work as before </summary> <img width="422" height="122" alt="image" src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc" /> </details> ## Why It's Good For The Game Lessens overhead, fixes a bug as well. ## Changelog 🆑 fix: fixes a pushed crate not removing on_climbable trait properly off the mob standing atop it /🆑
62 lines
2.8 KiB
Plaintext
62 lines
2.8 KiB
Plaintext
/obj/item/clothing/suit/hooded/ethereal_raincoat
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name = "ethereal raincoat"
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desc = " A raincoat commonly worn by travelers or tourists not too fond of Sprout's rainy weather."
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icon = 'icons/map_icons/clothing/suit/_suit.dmi'
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worn_icon = 'icons/mob/clothing/suits/ethereal.dmi'
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icon_state = "/obj/item/clothing/suit/hooded/ethereal_raincoat"
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post_init_icon_state = "eth_raincoat"
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greyscale_config = /datum/greyscale_config/eth_raincoat
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greyscale_config_worn = /datum/greyscale_config/eth_raincoat/worn
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greyscale_colors = "#4e7cc7"
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flags_1 = IS_PLAYER_COLORABLE_1
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body_parts_covered = CHEST|GROIN|ARMS
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hoodtype = /obj/item/clothing/head/hooded/ethereal_rainhood
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/obj/item/clothing/suit/hooded/ethereal_raincoat/Initialize(mapload)
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. = ..()
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update_icon(UPDATE_OVERLAYS)
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AddElement(/datum/element/adjust_fishing_difficulty, -5)
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/obj/item/clothing/suit/hooded/ethereal_raincoat/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
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. = ..()
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if(!isinhands)
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. += emissive_appearance('icons/mob/clothing/suits/ethereal.dmi', "eth_raincoat_glow_worn", offset_spokesman = src, alpha = src.alpha)
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/obj/item/clothing/suit/hooded/ethereal_raincoat/update_overlays()
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. = ..()
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. += emissive_appearance('icons/obj/clothing/suits/ethereal.dmi', "eth_raincoat_glow", offset_spokesman = src, alpha = src.alpha)
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/obj/item/clothing/suit/hooded/ethereal_raincoat/trailwarden
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name = "trailwarden oilcoat"
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desc = "A masterfully handcrafted oilslick coat, supposedly makes for excellent camouflage among Sprout's vegetation. You can hear a faint electrical buzz emanating from the luminescent pattern."
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icon_state = "/obj/item/clothing/suit/hooded/ethereal_raincoat/trailwarden"
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greyscale_colors = "#32a87d"
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hoodtype = /obj/item/clothing/head/hooded/ethereal_rainhood/trailwarden
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/obj/item/clothing/suit/hooded/ethereal_raincoat/trailwarden/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/adjust_fishing_difficulty, -7)
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/obj/item/clothing/suit/hooded/ethereal_raincoat/trailwarden/equipped(mob/living/user, slot)
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. = ..()
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if(isethereal(user) && (slot & ITEM_SLOT_OCLOTHING))
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var/mob/living/carbon/human/ethereal = user
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to_chat(ethereal, span_notice("[src] gently quivers for a moment as you put it on."))
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set_greyscale(ethereal.dna.species.fixed_mut_color)
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ethereal.update_worn_oversuit()
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/obj/item/clothing/head/hooded/ethereal_rainhood
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name = "ethereal rainhood"
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desc = "Protects against space rain."
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icon = 'icons/obj/clothing/head/ethereal.dmi'
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icon_state = "eth_rainhood"
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worn_icon = 'icons/mob/clothing/head/ethereal.dmi'
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body_parts_covered = HEAD
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flags_inv = HIDEHAIR|HIDEEARS|HIDEFACIALHAIR
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/obj/item/clothing/head/hooded/ethereal_rainhood/trailwarden
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/obj/item/clothing/head/hooded/ethereal_rainhood/trailwarden/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/adjust_fishing_difficulty, -6)
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