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## About The Pull Request Three new items have been added to the abductor credit store. One carries concrete utility, with the other two being useful for pranking/mind games. The first is an alien hypertool with toolsets for either hacking or surgery equipment. Toggle by right-clicking the item in your hand!  This can be an equipment upgrade, or replacement, for either member of the team. It costs 2 research credits to purchase. Also on the list of new stuff to buy (and stuff shown in the gif above) -- You can spend extra points on abductorized versions of existing posters. They can be used as decoration, or to troll and assert dominance over the crew. You can also buy a cow. It comes with some wheat. Now, let's talk about all of the impulsive code changes I made while making this PR: - abduction_gear.dm has been split up into abductor_clothing.dm, abductor_items.dm, and abductor_structures.dm because the file was getting huge and I didn't want to make it bigger. - There is now a runtime prevention check for trying to probe non-humanoid subjects (like a cow). - The abductor shop now uses defines for its categories, and uses lists for build paths similarly to cargo crates. Lastly, to facilitate the hanging of posters on the abductor ship, posters can now be placed on indestructible walls. The code associated with hanging posters (/turf/closed/wall/proc/place_poster) has been moved to the /turf/closed level. The scope of this PR kind of spiraled out of control with the file splitting and the change to indestructible walls, I'm hoping it isn't too much. As for the spritework, most of it was done through the cannibalization and recycling of other, existing sprites. Things may not look good (I'm a coder not a spriter!) and I am open to interjections on what can be improved. ## Why It's Good For The Game The hypertool allows for both the scientist and agent to replace their lost tools (with the same toolspeed), as well as upgrade their current toolset if they have the spare points. Many use cases, all for the same 2 credit package. The posters, while providing no mechanical advantage, are a nice decoration (for an otherwise cramped, totally undecoratable ship) or way of rubbing your success in the noses of the crew. The cow is a dual-purpose psychological support/hindrance tool. He can keep you from getting lonely on the mothership, or be beamed down to the crew to annoy them. Each of these are luxury items that give thriving abductor teams something to spend their excess credits on. ## Changelog 🆑 add: The abductor equipment vendor now offers a hacking/medical hypertool, at a price of 2 research points. add: The abductor equipment vendor now sells decorative abductor posters, at a price of 1 research point. add: The abductor equipment vendor now sells a cow, at the price of 1 research point. fix: Fixes a runtime when trying to probe non-human mobs. image: Some abductorized versions of existing wall posters and an alien hypertool. code: The abductor shop listings now use lists of items, rather than single build paths. code: The abductor_gear.dm file has been split up into a few different files. code: Posters can now be hung on indestructible walls. /🆑