[MIRROR] New ID Card Design

This commit is contained in:
Chompstation Bot
2021-03-23 16:15:59 +00:00
parent 0e6dc7a83e
commit abc800056c
27 changed files with 590 additions and 66 deletions

View File

@@ -24,7 +24,7 @@
l_ear = /obj/item/device/radio/headset/headset_mine
backpack = /obj/item/weapon/storage/backpack/industrial
satchel_one = /obj/item/weapon/storage/backpack/satchel/eng
id_type = /obj/item/weapon/card/id/cargo
id_type = /obj/item/weapon/card/id/cargo/miner
pda_type = /obj/item/device/pda/shaftminer
backpack_contents = list(/obj/item/weapon/tool/crowbar = 1, /obj/item/weapon/storage/bag/ore = 1)
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL

View File

@@ -1,6 +1,6 @@
/decl/hierarchy/outfit/job/assistant
name = OUTFIT_JOB_NAME(USELESS_JOB) //VOREStation Edit - Visitor not Assistant
id_type = /obj/item/weapon/card/id/assistant
id_type = /obj/item/weapon/card/id/generic //VOREStation Edit
/decl/hierarchy/outfit/job/assistant/visitor
name = OUTFIT_JOB_NAME("Visitor")
@@ -25,7 +25,7 @@
/decl/hierarchy/outfit/job/service/bartender
name = OUTFIT_JOB_NAME("Bartender")
uniform = /obj/item/clothing/under/rank/bartender
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/civilian/service/bartender //VOREStation Edit
pda_type = /obj/item/device/pda/bar
backpack_contents = list(/obj/item/clothing/accessory/permit/gun/bar = 1)
@@ -44,7 +44,7 @@
uniform = /obj/item/clothing/under/rank/chef
suit = /obj/item/clothing/suit/chef
head = /obj/item/clothing/head/chefhat
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/civilian/service/chef //VOREStation Edit
pda_type = /obj/item/device/pda/chef
/decl/hierarchy/outfit/job/service/chef/cook
@@ -68,13 +68,13 @@
backpack = /obj/item/weapon/storage/backpack/hydroponics
satchel_one = /obj/item/weapon/storage/backpack/satchel/hyd
messenger_bag = /obj/item/weapon/storage/backpack/messenger/hyd
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/civilian/service/botanist //VOREStation Edit
pda_type = /obj/item/device/pda/botanist
/decl/hierarchy/outfit/job/service/janitor
name = OUTFIT_JOB_NAME("Janitor")
uniform = /obj/item/clothing/under/rank/janitor
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/civilian/service/janitor //VOREStation Edit
pda_type = /obj/item/device/pda/janitor
/decl/hierarchy/outfit/job/librarian
@@ -84,6 +84,9 @@
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/librarian
/decl/hierarchy/outfit/job/librarian/journalist
id_type = /obj/item/weapon/card/id/civilian/journalist
/decl/hierarchy/outfit/job/internal_affairs_agent
name = OUTFIT_JOB_NAME("Internal affairs agent")
l_ear = /obj/item/device/radio/headset/ia
@@ -92,14 +95,14 @@
shoes = /obj/item/clothing/shoes/brown
glasses = /obj/item/clothing/glasses/sunglasses/big
l_hand = /obj/item/weapon/clipboard
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/civilian/internal_affairs
pda_type = /obj/item/device/pda/lawyer
/decl/hierarchy/outfit/job/chaplain
name = OUTFIT_JOB_NAME("Chaplain")
uniform = /obj/item/clothing/under/rank/chaplain
l_hand = /obj/item/weapon/storage/bible
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/civilian/chaplain
pda_type = /obj/item/device/pda/chaplain
/decl/hierarchy/outfit/job/explorer
@@ -111,7 +114,7 @@
gloves = /obj/item/clothing/gloves/black
l_ear = /obj/item/device/radio/headset
id_slot = slot_wear_id
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/exploration //VOREStation Edit
pda_slot = slot_belt
pda_type = /obj/item/device/pda/cargo // Brown looks more rugged
r_pocket = /obj/item/device/gps/explorer

View File

@@ -1,5 +1,5 @@
/decl/hierarchy/outfit/job/assistant/worker
id_type = /obj/item/weapon/card/id/civilian
id_type = /obj/item/weapon/card/id/civilian/service
/decl/hierarchy/outfit/job/assistant/cargo
id_type = /obj/item/weapon/card/id/cargo
@@ -16,3 +16,6 @@
/decl/hierarchy/outfit/job/assistant/officer
id_type = /obj/item/weapon/card/id/security
/decl/hierarchy/outfit/job/assistant/entertainer
id_type = /obj/item/weapon/card/id/civilian/entertainer

View File

@@ -0,0 +1,5 @@
/decl/hierarchy/outfit/job/hop
id_type = /obj/item/weapon/card/id/silver/hop
/decl/hierarchy/outfit/job/secretary
id_type = /obj/item/weapon/card/id/silver/secretary

View File

@@ -30,5 +30,5 @@
name = OUTFIT_JOB_NAME("Atmospheric technician")
uniform = /obj/item/clothing/under/rank/atmospheric_technician
belt = /obj/item/weapon/storage/belt/utility/atmostech
id_type = /obj/item/weapon/card/id/engineering
id_type = /obj/item/weapon/card/id/engineering/atmos
pda_type = /obj/item/device/pda/atmos

View File

@@ -65,7 +65,7 @@
suit = /obj/item/clothing/suit/storage/toggle/labcoat/chemist
backpack = /obj/item/weapon/storage/backpack/chemistry
satchel_one = /obj/item/weapon/storage/backpack/satchel/chem
id_type = /obj/item/weapon/card/id/medical
id_type = /obj/item/weapon/card/id/medical/chemist
pda_type = /obj/item/device/pda/chemist
/decl/hierarchy/outfit/job/medical/geneticist
@@ -75,7 +75,7 @@
backpack = /obj/item/weapon/storage/backpack/genetics
r_pocket = /obj/item/device/flashlight/pen
satchel_one = /obj/item/weapon/storage/backpack/satchel/gen
id_type = /obj/item/weapon/card/id/medical
id_type = /obj/item/weapon/card/id/medical/geneticist
pda_type = /obj/item/device/pda/geneticist
/decl/hierarchy/outfit/job/medical/psychiatrist
@@ -83,7 +83,7 @@
uniform = /obj/item/clothing/under/rank/psych
suit = /obj/item/clothing/suit/storage/toggle/labcoat
shoes = /obj/item/clothing/shoes/laceup
id_type = /obj/item/weapon/card/id/medical
id_type = /obj/item/weapon/card/id/medical/psych
/decl/hierarchy/outfit/job/medical/psychiatrist/psychologist
name = OUTFIT_JOB_NAME("Psychologist")
@@ -97,7 +97,7 @@
l_hand = /obj/item/weapon/storage/firstaid/regular
belt = /obj/item/weapon/storage/belt/medical/emt
pda_slot = slot_l_store
id_type = /obj/item/weapon/card/id/medical
id_type = /obj/item/weapon/card/id/medical/emt
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL
/decl/hierarchy/outfit/job/medical/paramedic/emt

View File

@@ -0,0 +1,2 @@
/decl/hierarchy/outfit/job/medical/doctor/virologist
id_type = /obj/item/weapon/card/id/medical/virologist

View File

@@ -0,0 +1,8 @@
/decl/hierarchy/outfit/job/science/xenobiologist
id_type = /obj/item/weapon/card/id/science/xenobiologist
/decl/hierarchy/outfit/job/science/xenobotanist
name = OUTFIT_JOB_NAME("Xenobotanist")
uniform = /obj/item/clothing/under/rank/scientist
id_type = /obj/item/weapon/card/id/science/xenobotanist
suit = /obj/item/clothing/suit/storage/toggle/labcoat/science

View File

@@ -20,7 +20,7 @@
name = OUTFIT_JOB_NAME("Warden")
uniform = /obj/item/clothing/under/rank/warden
l_pocket = /obj/item/device/flash
id_type = /obj/item/weapon/card/id/security
id_type = /obj/item/weapon/card/id/security/warden
pda_type = /obj/item/device/pda/warden
/decl/hierarchy/outfit/job/security/detective
@@ -31,7 +31,7 @@
l_pocket = /obj/item/weapon/flame/lighter/zippo
shoes = /obj/item/clothing/shoes/laceup
r_hand = /obj/item/weapon/storage/briefcase/crimekit
id_type = /obj/item/weapon/card/id/security
id_type = /obj/item/weapon/card/id/security/detective
pda_type = /obj/item/device/pda/detective
backpack = /obj/item/weapon/storage/backpack
satchel_one = /obj/item/weapon/storage/backpack/satchel/norm

View File

@@ -9,6 +9,40 @@
id_type = /obj/item/weapon/card/id/centcom
pda_type = /obj/item/device/pda/centcom
<<<<<<< HEAD
||||||| parent of 5229d72483... Merge pull request #9989 from VOREStation/upstream-merge-7815
/decl/hierarchy/outfit/job/emergency_responder
name = OUTFIT_JOB_NAME("Emergency Responder")
uniform = /obj/item/clothing/under/ert
shoes = /obj/item/clothing/shoes/boots/swat
gloves = /obj/item/clothing/gloves/swat
l_ear = /obj/item/device/radio/headset/ert
glasses = /obj/item/clothing/glasses/sunglasses
back = /obj/item/weapon/storage/backpack/satchel
id_type = /obj/item/weapon/card/id/centcom/ERT
pda_type = /obj/item/device/pda/centcom
post_equip(var/mob/living/carbon/human/H)
..()
ert.add_antagonist(H.mind)
=======
/decl/hierarchy/outfit/job/emergency_responder
name = OUTFIT_JOB_NAME("Emergency Responder")
uniform = /obj/item/clothing/under/ert
shoes = /obj/item/clothing/shoes/boots/swat
gloves = /obj/item/clothing/gloves/swat
l_ear = /obj/item/device/radio/headset/ert
glasses = /obj/item/clothing/glasses/sunglasses
back = /obj/item/weapon/storage/backpack/satchel
id_type = /obj/item/weapon/card/id/centcom/ERT
pda_type = /obj/item/device/pda/centcom
post_equip(var/mob/living/carbon/human/H)
..()
ert.add_antagonist(H.mind)
>>>>>>> 5229d72483... Merge pull request #9989 from VOREStation/upstream-merge-7815
/decl/hierarchy/outfit/job/clown
name = OUTFIT_JOB_NAME("Clown")
uniform = /obj/item/clothing/under/rank/clown
@@ -16,6 +50,7 @@
shoes = /obj/item/clothing/shoes/clown_shoes
mask = /obj/item/clothing/mask/gas/clown_hat
backpack_contents = list(/obj/item/weapon/stamp/clown = 1, /obj/item/weapon/bikehorn = 1)
id_type = /obj/item/weapon/card/id/civilian/clown
pda_type = /obj/item/device/pda/clown
flags = 0
@@ -26,8 +61,9 @@
head = /obj/item/clothing/head/soft/mime
mask = /obj/item/clothing/mask/gas/mime
backpack_contents = list(/obj/item/weapon/pen/crayon/mime = 1)
id_type = /obj/item/weapon/card/id/civilian/mime
pda_type = /obj/item/device/pda/mime
post_equip(var/mob/living/carbon/human/H)
..()
if(H.backbag == 1)

View File

@@ -116,7 +116,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
id_slot = slot_wear_id
pda_slot = slot_l_store
pda_type = /obj/item/device/pda/explorer
id_type = /obj/item/weapon/card/id/explorer
id_type = /obj/item/weapon/card/id/exploration
id_pda_assignment = "Explorer"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL
@@ -132,6 +132,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
id_slot = slot_wear_id
pda_slot = slot_belt
pda_type = /obj/item/device/pda
id_type = /obj/item/weapon/card/id/civilian/pilot
id_pda_assignment = "Pilot"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL
@@ -145,6 +146,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
belt = /obj/item/weapon/storage/belt/medical/emt
pda_slot = slot_l_store
pda_type = /obj/item/device/pda/sar
id_type = /obj/item/weapon/card/id/exploration/fm
id_pda_assignment = "Field Medic"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL|OUTFIT_COMPREHENSIVE_SURVIVAL
@@ -156,10 +158,10 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
id_slot = slot_wear_id
pda_slot = slot_l_store
pda_type = /obj/item/device/pda/pathfinder
id_type = /obj/item/weapon/card/id/explorer/head
id_type = /obj/item/weapon/card/id/exploration/head
id_pda_assignment = "Pathfinder"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL|OUTFIT_COMPREHENSIVE_SURVIVAL
/decl/hierarchy/outfit/job/assistant/explorer
id_type = /obj/item/weapon/card/id/explorer
id_type = /obj/item/weapon/card/id/exploration
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL

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@@ -205,6 +205,7 @@
// Librarian Alt Titles
/datum/alt_title/journalist
title = "Journalist"
title_outfit = /decl/hierarchy/outfit/job/librarian/journalist
title_blurb = "The Journalist uses the Library as a base of operations, from which they can report the news and goings-on on the station with their camera."
/datum/alt_title/writer

View File

@@ -194,7 +194,7 @@
minimal_access = list(access_entertainment)
pto_type = PTO_CIVILIAN
outfit_type = /decl/hierarchy/outfit/job/assistant
outfit_type = /decl/hierarchy/outfit/job/assistant/entertainer
job_description = "An entertainer does just that, entertains! Put on plays, play music, sing songs, tell stories, or read your favorite fanfic."
alt_titles = list("Performer" = /datum/alt_title/performer, "Musician" = /datum/alt_title/musician, "Stagehand" = /datum/alt_title/stagehand,
"Actor" = /datum/alt_title/actor, "Dancer" = /datum/alt_title/dancer, "Singer" = /datum/alt_title/singer,

View File

@@ -41,7 +41,7 @@
/obj/item/weapon/card/id/guest/attack_self(mob/living/user as mob)
if(user.a_intent == I_HURT)
if(icon_state == "guest_invalid")
if(icon_state == "guest-invalid")
to_chat(user, "<span class='warning'>This guest pass is already deactivated!</span>")
return
@@ -49,7 +49,8 @@
if(confirm == "Yes")
//rip guest pass </3
user.visible_message("<span class='notice'>\The [user] deactivates \the [src].</span>")
icon_state = "guest_invalid"
icon_state = "guest-invalid"
update_icon()
expiration_time = world.time
expired = 1
return ..()
@@ -66,7 +67,8 @@
/obj/item/weapon/card/id/guest/process()
if(expired == 0 && world.time >= expiration_time)
visible_message("<span class='warning'>\The [src] flashes a few times before turning red.</span>")
icon_state = "guest_invalid"
icon_state = "guest-invalid"
update_icon()
expired = 1
world.time = expiration_time
return

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@@ -13,19 +13,48 @@
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
desc = "A tiny plaque of plastic. Does card things."
icon = 'icons/obj/card_new.dmi'
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
var/associated_account_number = 0
var/list/initial_sprite_stack = list("")
var/base_icon = "icons/obj/card_new.dmi"
var/list/sprite_stack
var/list/files = list( )
drop_sound = 'sound/items/drop/card.ogg'
pickup_sound = 'sound/items/pickup/card.ogg'
/obj/item/weapon/card/New()
. = ..()
reset_icon()
/obj/item/weapon/card/proc/reset_icon()
sprite_stack = initial_sprite_stack
update_icon()
/obj/item/weapon/card/update_icon()
if(!sprite_stack || !istype(sprite_stack) || sprite_stack == list(""))
icon = base_icon
icon_state = initial(icon_state)
var/icon/I = null
for(var/iconstate in sprite_stack)
if(!iconstate)
iconstate = icon_state
if(I)
var/icon/IC = new(base_icon, iconstate)
I.Blend(IC, ICON_OVERLAY)
else
I = new/icon(base_icon, iconstate)
if(I)
icon = I
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
name = "data card"
desc = "A solid-state storage card, used to back up or transfer information. What knowledge could it contain?"
icon_state = "data"
var/function = "storage"
var/data = "null"
@@ -35,20 +64,20 @@
pickup_sound = 'sound/items/pickup/disk.ogg'
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
set name = "Label Card"
set category = "Object"
set src in usr
if (t)
src.name = text("data disk- '[]'", t)
src.name = text("data card- '[]'", t)
else
src.name = "data disk"
src.name = "data card"
src.add_fingerprint(usr)
return
/obj/item/weapon/card/data/clown
name = "\proper the coordinates to clown planet"
icon_state = "data"
icon_state = "rainbow"
item_state = "card-id"
level = 2
desc = "This card contains coordinates to the fabled Clown Planet. Handle with care."
@@ -62,7 +91,7 @@
/obj/item/weapon/card/emag_broken
desc = "It's a card with a magnetic strip attached to some circuitry. It looks too busted to be used for anything but salvage."
name = "broken cryptographic sequencer"
icon_state = "emag"
icon_state = "emag-spent"
item_state = "card-id"
origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)

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@@ -0,0 +1,98 @@
// This is a defines file for card sprite stacks. If a new card set comes in, this file can just be disabled and a new one made to match the new sprites.
// Generally, if the icon file is card_xxx.dmi, this filename should be sprite_stacks_xxx.dm
// Please make sure that only the relevant sprite_stacks_xxx.file is included, if more are made.
/obj/item/weapon/card
icon = 'icons/obj/card_new.dmi' // These are redefined here so that changing sprites is as easy as clicking the checkbox.
base_icon = "icons/obj/card_new.dmi"
// New sprite stacks can be defined here. You could theoretically change icon-states as well but right now this file compiles before station_ids.dm so those wouldn't be affected.
/*
id
generic
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-silhouette", "clip")
centcom
initial_sprite_stack = list("base-stamp", "top-blue", "stamp-n", "pips-gold")
vip
initial_sprite_stack = list("base-stamp-gold", "top-blue", "stamp-n", "pips-gold")
ERT
initial_sprite_stack = list("base-stamp", "top-blue", "stamp-n", "pips-red", "stripe-red")
silver
initial_sprite_stack = list("base-stamp-silver", "top-mime", "stamp-n-generic")
secretary
initial_sprite_stack = list("base-stamp", "top-blue", "stamp-n")
hop
initial_sprite_stack = list("base-stamp", "top-blue", "stamp-n", "stripe-white")
medical
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n")
chemist
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "pips-orange")
geneticist
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "pips-purple")
psych
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "pips-purple")
emt
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "pips-blue")
head
initial_sprite_stack = list("base-stamp-silver", "top-medblu", "stamp-n", "stripe-gold")
sar
initial_sprite_stack = list("base-stamp", "top-darkgreen", "stamp-n", "pips-medblu")
security
initial_sprite_stack = list("base-stamp", "top-red", "stamp-n")
detective
initial_sprite_stack = list("base-stamp", "top-red", "stamp-n", "pips-brown")
warden
initial_sprite_stack = list("base-stamp", "top-red", "stamp-n", "pips-white")
head
initial_sprite_stack = list("base-stamp-silver", "top-red", "stamp-n", "stripe-gold")
engineering
initial_sprite_stack = list("base-stamp", "top-orange", "stamp-n")
atmos
initial_sprite_stack = list("base-stamp", "top-orange", "pips-medblu", "stamp-n")
head
initial_sprite_stack = list("base-stamp-silver", "top-orange", "stamp-n", "stripe-gold")
science
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-n")
roboticist
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-n", "pips-orange")
explorer
initial_sprite_stack = list("base-stamp", "top-darkgreen", "stamp-n")
head
initial_sprite_stack = list("base-stamp-silver", "top-purple", "stamp-n", "stripe-gold")
pathfinder
initial_sprite_stack = list("base-stamp-silver", "top-darkgreen", "stamp-n", "pips-purple") //not a true head, no gold stripe for you
cargo
initial_sprite_stack = list("base-stamp", "top-brown", "stamp-n")
miner
initial_sprite_stack = list("base-stamp", "top-brown", "stamp-n", "pips-purple")
head
initial_sprite_stack = list("base-stamp-silver", "top-brown", "stamp-n", "pips-gold")
civilian
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n")
chaplain
initial_sprite_stack = list("base-stamp-silver", "top-dark", "stamp-cross", "pips-white")
internal_affairs
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n")
botanist
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "pips-brown")
bartender
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "pips-dark")
chef
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "pips-white")
janitor
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "pips-purple")
journalist
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n")
clown
initial_sprite_stack = list("base-stamp", "top-rainbow", "stamp-n")
mime
initial_sprite_stack = list("base-stamp", "top-white", "stamp-n", "stripe-black")
pilot
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "pips-blue")
head
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "stripe-white")
syndicate
initial_sprite_stack = list("base-stamp-dark", "top-syndicate", "stamp-s")
officer
initial_sprite_stack = list("base-stamp-dark", "top-syndicate", "stamp-s", "pips-gold", "stripe-gold")
*/ // VOREStation Removal - defined in id_stacks_vr.dm

View File

@@ -0,0 +1,92 @@
// This is a defines file for card sprite stacks. If a new card set comes in, this file can just be disabled and a new one made to match the new sprites.
// Generally, if the icon file is card_xxx.dmi, this filename should be sprite_stacks_xxx.dm
// Please make sure that only the relevant sprite_stacks_xxx.file is included, if more are made.
/obj/item/weapon/card
icon = 'icons/obj/card_new.dmi' // These are redefined here so that changing sprites is as easy as clicking the checkbox.
base_icon = "icons/obj/card_new.dmi"
// New sprite stacks can be defined here. You could theoretically change icon-states as well but right now this file compiles before station_ids.dm so those wouldn't be affected.
id
centcom
initial_sprite_stack = list("base-stamp", "top-blue", "dept-nanotrasen", "letter-n-command", "pips-gold")
vip
initial_sprite_stack = list("base-stamp-gold", "top-blue", "dept-vip-gold", "letter-n-command", "pips-gold")
ERT
initial_sprite_stack = list("base-stamp", "top-dark", "dept-nanotrasen", "letter-n-command")
silver
initial_sprite_stack = list("base-stamp-silver", "top-mime", "letter-n-generic")
secretary
initial_sprite_stack = list("base-stamp", "top-blue", "dept-secretary", "letter-n-command")
hop
initial_sprite_stack = list("base-stamp-silver", "top-blue", "dept-hop", "letter-n-command", "pips-gold")
medical
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "letter-n-medical")
chemist
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "letter-n-medical", "pips-engineering")
geneticist
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "letter-n-medical", "pips-science")
psych
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "letter-n-medical", "pips-science")
emt
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "letter-n-medical", "pips-command")
head
initial_sprite_stack = list("base-stamp-silver", "top-medblu", "dept-medical", "letter-n-command", "pips-gold")
sar
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-exploration", "letter-n-command", "pips-command")
security
initial_sprite_stack = list("base-stamp", "top-red", "dept-security", "letter-n-security")
detective
initial_sprite_stack = list("base-stamp", "top-red", "dept-security", "letter-n-security", "pips-cargo")
warden
initial_sprite_stack = list("base-stamp", "top-red", "dept-security", "letter-n-security", "pips-command")
head
initial_sprite_stack = list("base-stamp-silver", "top-red", "dept-security", "letter-n-command", "pips-gold")
engineering
initial_sprite_stack = list("base-stamp", "top-orange", "dept-engineering", "letter-n-engineering")
atmos
initial_sprite_stack = list("base-stamp", "top-orange", "dept-engineering", "pips-medical", "letter-n-engineering")
head
initial_sprite_stack = list("base-stamp-silver", "top-orange", "dept-engineering", "letter-n-command", "pips-gold")
science
initial_sprite_stack = list("base-stamp", "top-purple", "dept-science", "letter-n-science")
roboticist
initial_sprite_stack = list("base-stamp", "top-purple", "dept-science", "letter-n-science", "pips-engineering")
explorer
initial_sprite_stack = list("base-stamp", "top-blue", "dept-exploration", "letter-n-command")
head
initial_sprite_stack = list("base-stamp-silver", "top-purple", "dept-science", "letter-n-command", "pips-gold")
pathfinder
initial_sprite_stack = list("base-stamp-silver", "top-blue", "dept-exploration", "letter-n-command", "pips-gold")
cargo
initial_sprite_stack = list("base-stamp", "top-brown", "dept-cargo", "letter-n-cargo")
miner
initial_sprite_stack = list("base-stamp", "top-brown", "dept-cargo", "letter-n-cargo", "pips-science")
head
initial_sprite_stack = list("base-stamp-silver", "top-brown", "dept-cargo", "letter-n-command", "pips-gold")
civilian
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "letter-n-civilian")
chaplain
initial_sprite_stack = list("base-stamp-silver", "top-dark", "letter-cross", "pips-white")
internal_affairs
initial_sprite_stack = list("base-stamp", "top-green", "dept-internal-affairs", "letter-n-command")
botanist
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "letter-n-civilian", "pips-cargo")
bartender
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "letter-n-civilian", "pips-dark")
chef
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "letter-n-civilian", "pips-white")
janitor
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "letter-n-civilian", "pips-science")
journalist
initial_sprite_stack = list("base-stamp", "top-green", "dept-press", "letter-n-civilian")
clown
initial_sprite_stack = list("base-stamp", "top-pink", "dept-clown", "letter-n-clown")
mime
initial_sprite_stack = list("base-stamp", "top-white", "letter-n-mime")
pilot
initial_sprite_stack = list("base-stamp", "top-generic", "dept-pilot", "letter-n-command", "pips-command")
head
initial_sprite_stack = list("base-stamp-silver", "top-command", "letter-n-command", "pips-civilian")

View File

@@ -0,0 +1,92 @@
// This is a defines file for card sprite stacks. If a new card set comes in, this file can just be disabled and a new one made to match the new sprites.
// Generally, if the icon file is card_xxx.dmi, this filename should be sprite_stacks_xxx.dm
// Please make sure that only the relevant sprite_stacks_xxx.file is included, if more are made.
/obj/item/weapon/card
icon = 'icons/obj/card_new.dmi' // These are redefined here so that changing sprites is as easy as clicking the checkbox.
base_icon = "icons/obj/card_new.dmi"
// New sprite stacks can be defined here. You could theoretically change icon-states as well but right now this file compiles before station_ids.dm so those wouldn't be affected.
id
centcom
initial_sprite_stack = list("base-stamp", "top-blue", "dept-nanotrasen", "stamp-n", "pips-gold")
vip
initial_sprite_stack = list("base-stamp-gold", "dept-vip", "top-blue", "stamp-n", "pips-gold")
ERT
initial_sprite_stack = list("base-stamp", "top-dark", "dept-ert", "stamp-n")
silver
initial_sprite_stack = list("base-stamp-silver", "top-mime", "stamp-n-generic")
secretary
initial_sprite_stack = list("base-stamp", "top-blue", "dept-secretary", "stamp-n")
hop
initial_sprite_stack = list("base-stamp-silver", "top-blue", "dept-hop", "stamp-n", "pips-gold")
medical
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "stamp-n")
chemist
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "stamp-n", "pips-engineering")
geneticist
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "stamp-n", "pips-science")
psych
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "stamp-n", "pips-science")
emt
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-medical", "stamp-n", "pips-command")
head
initial_sprite_stack = list("base-stamp-silver", "top-medblu", "dept-medical", "stamp-n", "pips-gold")
sar
initial_sprite_stack = list("base-stamp", "top-medblu", "dept-exploration", "stamp-n", "pips-command")
security
initial_sprite_stack = list("base-stamp", "top-red", "dept-security", "stamp-n")
detective
initial_sprite_stack = list("base-stamp", "top-red", "dept-security", "stamp-n", "pips-cargo")
warden
initial_sprite_stack = list("base-stamp", "top-red", "dept-security", "stamp-n", "pips-command")
head
initial_sprite_stack = list("base-stamp-silver", "top-red", "dept-security", "stamp-n", "pips-gold")
engineering
initial_sprite_stack = list("base-stamp", "top-orange", "dept-engineering", "stamp-n")
atmos
initial_sprite_stack = list("base-stamp", "top-orange", "dept-engineering", "pips-medical", "stamp-n")
head
initial_sprite_stack = list("base-stamp-silver", "top-orange", "dept-engineering", "stamp-n", "pips-gold")
science
initial_sprite_stack = list("base-stamp", "top-purple", "dept-science", "stamp-n")
roboticist
initial_sprite_stack = list("base-stamp", "top-purple", "dept-science", "stamp-n", "pips-engineering")
explorer
initial_sprite_stack = list("base-stamp", "top-blue", "dept-exploration", "stamp-n")
head
initial_sprite_stack = list("base-stamp-silver", "top-purple", "dept-science", "stamp-n", "pips-gold")
pathfinder
initial_sprite_stack = list("base-stamp-silver", "top-blue", "dept-exploration", "stamp-n", "pips-gold")
cargo
initial_sprite_stack = list("base-stamp", "top-brown", "dept-cargo", "stamp-n")
miner
initial_sprite_stack = list("base-stamp", "top-brown", "dept-cargo", "stamp-n", "pips-science")
head
initial_sprite_stack = list("base-stamp-silver", "top-brown", "dept-cargo", "stamp-n", "pips-gold")
civilian
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "stamp-n")
chaplain
initial_sprite_stack = list("base-stamp-silver", "top-dark", "letter-cross", "pips-white")
internal_affairs
initial_sprite_stack = list("base-stamp", "top-green", "dept-internal-affairs", "stamp-n")
botanist
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "stamp-n", "pips-cargo")
bartender
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "stamp-n", "pips-dark")
chef
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "stamp-n", "pips-white")
janitor
initial_sprite_stack = list("base-stamp", "top-green", "dept-civilian", "stamp-n", "pips-science")
journalist
initial_sprite_stack = list("base-stamp", "top-green", "dept-press", "stamp-n")
clown
initial_sprite_stack = list("base-stamp", "top-pink", "dept-clown", "stamp-n")
mime
initial_sprite_stack = list("base-stamp", "top-white", "stamp-n-mime")
pilot
initial_sprite_stack = list("base-stamp", "top-generic", "dept-pilot", "stamp-n", "pips-command")
head
initial_sprite_stack = list("base-stamp-silver", "top-command", "stamp-n", "pips-civilian")

View File

@@ -0,0 +1,131 @@
/obj/item/weapon/card
id
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n")
generic
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-silhouette", "clip")
centcom
initial_sprite_stack = list("base-stamp-silver", "top-darkgreen", "stamp-n", "pips-gold", "stripe-gold")
vip
initial_sprite_stack = list("base-stamp-gold", "top-darkgreen", "stamp-n", "pips-gold", "stripe-gold")
ERT
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "pips-red", "stripe-red")
medic
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "pips-medblu", "stripe-medblu")
commander
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "pips-gold", "stripe-gold")
engineer
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "pips-orange", "stripe-orange")
janitor
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "pips-purple", "stripe-purple")
silver
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n")
secretary
initial_sprite_stack = list("base-stamp", "top-blue", "stamp-n")
hop
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "pips-gold")
medical
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n")
chemist
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "stripe-orange")
geneticist
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "stripe-purple")
psych
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "stripe-brown")
virologist
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "stripe-green")
emt
initial_sprite_stack = list("base-stamp", "top-medblu", "stamp-n", "stripe-blue")
head
initial_sprite_stack = list("base-stamp-silver", "top-medblu", "stamp-n", "pips-gold")
/*
sar
initial_sprite_stack = list("base-stamp", "top-darkgreen", "stamp-n", "pips-medblu")
*/
security
initial_sprite_stack = list("base-stamp", "top-red", "stamp-n")
detective
initial_sprite_stack = list("base-stamp", "top-red", "stamp-n", "stripe-brown")
warden
initial_sprite_stack = list("base-stamp", "top-red", "stamp-n", "stripe-white")
head
initial_sprite_stack = list("base-stamp-silver", "top-red", "stamp-n", "pips-gold")
engineering
initial_sprite_stack = list("base-stamp", "top-orange", "stamp-n")
atmos
initial_sprite_stack = list("base-stamp", "top-orange", "stripe-medblu", "stamp-n")
head
initial_sprite_stack = list("base-stamp-silver", "top-orange", "stamp-n", "pips-gold")
science
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-n")
roboticist
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-n", "stripe-brown")
xenobiologist
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-n", "stripe-orange")
xenobotanist
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-n", "stripe-green")
/*
explorer
initial_sprite_stack = list("base-stamp", "top-darkgreen", "stamp-n")
*/
head
initial_sprite_stack = list("base-stamp-silver", "top-purple", "stamp-n", "pips-gold")
/*
pathfinder
initial_sprite_stack = list("base-stamp-silver", "top-darkgreen", "stamp-n", "pips-purple") //not a true head, no gold stripe for you
*/
cargo
initial_sprite_stack = list("base-stamp", "top-brown", "stamp-n")
miner
initial_sprite_stack = list("base-stamp", "top-brown", "stamp-n", "stripe-purple")
head
initial_sprite_stack = list("base-stamp-silver", "top-brown", "stamp-n", "pips-white")
civilian
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n")
chaplain
initial_sprite_stack = list("base-stamp-dark", "top-dark", "stamp-cross", "stripe-white")
internal_affairs
initial_sprite_stack = list("base-stamp", "top-blue", "stamp-n", "stripe-black")
service
botanist
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "stripe-darkgreen")
bartender
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "stripe-black")
chef
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "stripe-white")
janitor
initial_sprite_stack = list("base-stamp", "top-green", "stamp-n", "stripe-purple")
journalist
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "stripe-red")
clown
initial_sprite_stack = list("base-stamp", "top-rainbow", "stamp-n")
mime
initial_sprite_stack = list("base-stamp", "top-white", "stamp-n", "stripe-black")
entertainer
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "stripe-brown")
pilot
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "stripe-pink")
head
initial_sprite_stack = list("base-stamp-silver", "top-blue", "stamp-n", "pips-gold")
exploration
initial_sprite_stack = list("base-stamp", "top-pink", "stamp-n")
fm
initial_sprite_stack = list("base-stamp", "top-pink", "stamp-n", "stripe-medblu")
head
initial_sprite_stack = list("base-stamp-silver", "top-pink", "stamp-n", "pips-white")
talon
initial_sprite_stack = list("base-stamp-dark", "top-dark", "stamp-silhouette")
doctor
initial_sprite_stack = list("base-stamp-dark", "top-dark", "stamp-silhouette", "pips-medblu", "stripe-medblu")
engineer
initial_sprite_stack = list("base-stamp-dark", "top-dark", "stamp-silhouette", "pips-orange", "stripe-orange")
officer
initial_sprite_stack = list("base-stamp-dark", "top-dark", "stamp-silhouette", "pips-red", "stripe-red")
pilot
initial_sprite_stack = list("base-stamp-dark", "top-dark", "stamp-silhouette", "pips-purple", "stripe-purple")
captain
initial_sprite_stack = list("base-stamp-dark", "top-dark", "stamp-silhouette", "pips-gold", "stripe-gold")
syndicate
initial_sprite_stack = list("base-stamp-dark", "top-syndicate", "stamp-s")
officer
initial_sprite_stack = list("base-stamp-dark", "top-syndicate", "stamp-s", "pips-gold", "stripe-gold")

View File

@@ -1,7 +1,7 @@
/obj/item/weapon/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
icon_state = "generic-nt"
item_state = "card-id"
sprite_sheets = list(
@@ -127,13 +127,13 @@
/obj/item/weapon/card/id/silver
name = "identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
icon_state = "silver-id"
item_state = "silver_id"
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
icon_state = "gold-id"
item_state = "gold_id"
preserve_item = 1
@@ -144,13 +144,14 @@
/obj/item/weapon/card/id/gold/captain/spare
name = "\improper Site Manager's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold-id-alternate"
registered_name = "Site Manager"
/obj/item/weapon/card/id/synthetic
name = "\improper Synthetic ID"
desc = "Access module for NanoTrasen Synthetics"
icon_state = "id-robot"
item_state = "tdgreen"
item_state = "idgreen"
assignment = "Synthetic"
/obj/item/weapon/card/id/synthetic/Initialize()
@@ -160,7 +161,7 @@
/obj/item/weapon/card/id/centcom
name = "\improper CentCom. ID"
desc = "An ID straight from Central Command."
icon_state = "nanotrasen"
icon_state = "cc-id"
registered_name = "Central Command"
assignment = "General"
@@ -175,7 +176,7 @@
/obj/item/weapon/card/id/centcom/ERT
name = "\improper Emergency Response Team ID"
assignment = "Emergency Response Team"
icon_state = "centcom"
icon_state = "ert-id"
/obj/item/weapon/card/id/centcom/ERT/Initialize()
. = ..()
@@ -185,14 +186,13 @@
/obj/item/weapon/card/id/medical
name = "identification card"
desc = "A card issued to station medical staff."
icon_state = "med"
icon_state = "medical-id"
primary_color = rgb(189,237,237)
secondary_color = rgb(223,255,255)
/obj/item/weapon/card/id/medical/head
name = "identification card"
desc = "A card which represents care and compassion."
icon_state = "medGold"
primary_color = rgb(189,237,237)
secondary_color = rgb(255,223,127)
assignment = "Chief Medical Officer"
@@ -201,14 +201,17 @@
/obj/item/weapon/card/id/security
name = "identification card"
desc = "A card issued to station security staff."
icon_state = "sec"
icon_state = "security-id"
primary_color = rgb(189,47,0)
secondary_color = rgb(223,127,95)
/obj/item/weapon/card/id/security/warden
assignment = "Warden"
rank = "Warden"
/obj/item/weapon/card/id/security/head
name = "identification card"
desc = "A card which represents honor and protection."
icon_state = "secGold"
primary_color = rgb(189,47,0)
secondary_color = rgb(255,223,127)
assignment = "Head of Security"
@@ -217,14 +220,17 @@
/obj/item/weapon/card/id/engineering
name = "identification card"
desc = "A card issued to station engineering staff."
icon_state = "eng"
icon_state = "engineering-id"
primary_color = rgb(189,94,0)
secondary_color = rgb(223,159,95)
/obj/item/weapon/card/id/engineering/atmos
assignment = "Atmospheric Technician"
rank = "Atmospheric Technician"
/obj/item/weapon/card/id/engineering/head
name = "identification card"
desc = "A card which represents creativity and ingenuity."
icon_state = "engGold"
primary_color = rgb(189,94,0)
secondary_color = rgb(255,223,127)
assignment = "Chief Engineer"
@@ -233,14 +239,13 @@
/obj/item/weapon/card/id/science
name = "identification card"
desc = "A card issued to station science staff."
icon_state = "sci"
icon_state = "science-id"
primary_color = rgb(142,47,142)
secondary_color = rgb(191,127,191)
/obj/item/weapon/card/id/science/head
name = "identification card"
desc = "A card which represents knowledge and reasoning."
icon_state = "sciGold"
primary_color = rgb(142,47,142)
secondary_color = rgb(255,223,127)
assignment = "Research Director"
@@ -249,14 +254,13 @@
/obj/item/weapon/card/id/cargo
name = "identification card"
desc = "A card issued to station cargo staff."
icon_state = "cargo"
icon_state = "cargo-id"
primary_color = rgb(142,94,0)
secondary_color = rgb(191,159,95)
/obj/item/weapon/card/id/cargo/head
name = "identification card"
desc = "A card which represents service and planning."
icon_state = "cargoGold"
primary_color = rgb(142,94,0)
secondary_color = rgb(255,223,127)
assignment = "Quartermaster"
@@ -269,7 +273,7 @@
/obj/item/weapon/card/id/civilian
name = "identification card"
desc = "A card issued to station civilian staff."
icon_state = "civ"
icon_state = "civilian-id"
primary_color = rgb(0,94,142)
secondary_color = rgb(95,159,191)
assignment = "Civilian"
@@ -278,13 +282,12 @@
/obj/item/weapon/card/id/civilian/head //This is not the HoP. There's no position that uses this right now.
name = "identification card"
desc = "A card which represents common sense and responsibility."
icon_state = "civGold"
primary_color = rgb(0,94,142)
secondary_color = rgb(255,223,127)
/obj/item/weapon/card/id/external
name = "identification card"
desc = "An identification card of some sort. It does not look like it is issued by NT."
icon_state = "permit"
icon_state = "generic"
primary_color = rgb(142,94,0)
secondary_color = rgb(191,159,95)

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/card/id/syndicate
name = "agent card"
icon_state = "syndicate"
icon_state = "generic-s"
assignment = "Agent"
origin_tech = list(TECH_ILLEGAL = 3)
var/electronic_warfare = 1
@@ -67,11 +67,12 @@
if(!id_card_states)
id_card_states = list()
for(var/path in typesof(/obj/item/weapon/card/id))
var/obj/item/weapon/card/id/ID = path
var/obj/item/weapon/card/id/ID = new path()
var/datum/card_state/CS = new()
CS.icon_state = initial(ID.icon_state)
CS.item_state = initial(ID.item_state)
CS.name = initial(ID.name) + " - " + initial(ID.icon_state)
CS.sprite_stack = ID.initial_sprite_stack
CS.name = initial(ID.name)
id_card_states += CS
id_card_states = dd_sortedObjectList(id_card_states)
@@ -81,6 +82,7 @@
var/name
var/icon_state
var/item_state
var/sprite_stack
/datum/card_state/dd_SortValue()
return name
@@ -89,5 +91,6 @@
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate, access_external_airlocks)
assignment = "Syndicate Commander"
icon_state = "syndicate-id"
access = list(access_syndicate, access_external_airlocks)

View File

@@ -3,8 +3,8 @@
/obj/item/clothing/accessory/permit
name = "permit"
desc = "A permit for something."
icon = 'icons/obj/card.dmi'
icon_state = "permit"
icon = 'icons/obj/card_new.dmi'
icon_state = "permit-generic"
w_class = ITEMSIZE_TINY
slot = ACCESSORY_SLOT_MEDAL
var/owner = 0 //To prevent people from just renaming the thing if they steal it
@@ -30,6 +30,7 @@
/obj/item/clothing/accessory/permit/gun
name = "weapon permit"
desc = "A card indicating that the owner is allowed to carry a firearm."
icon_state = "permit-security"
/obj/item/clothing/accessory/permit/gun/bar
name = "bar shotgun permit"
@@ -38,8 +39,9 @@
/obj/item/clothing/accessory/permit/gun/planetside
name = "planetside gun permit"
desc = "A card indicating that the owner is allowed to carry a firearm while on the surface."
icon_state = "permit-science"
/obj/item/clothing/accessory/permit/drone
name = "drone identification card"
desc = "A card issued by the EIO, indicating that the owner is a Drone Intelligence. Drones are mandated to carry this card within SolGov space, by law."
icon_state = "permit_drone"
icon_state = "permit-drone"

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@@ -14,7 +14,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
id_slot = slot_wear_id
pda_slot = slot_l_store
pda_type = /obj/item/device/pda/explorer //VORESTation Edit - Better Brown
id_type = /obj/item/weapon/card/id/explorer //VOREStation Edit
id_type = /obj/item/weapon/card/id/science/explorer
id_pda_assignment = "Explorer"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL
backpack_contents = list(/obj/item/clothing/accessory/permit/gun/planetside = 1)
@@ -48,6 +48,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
id_slot = slot_wear_id
pda_slot = slot_belt
pda_type = /obj/item/device/pda //VOREStation Edit - Civilian
id_type = /obj/item/weapon/card/id/civilian/pilot
id_pda_assignment = "Pilot"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL
@@ -60,6 +61,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
l_hand = /obj/item/weapon/storage/firstaid/regular
belt = /obj/item/weapon/storage/belt/medical/emt
pda_slot = slot_l_store
id_type = /obj/item/weapon/card/id/medical/sar
pda_type = /obj/item/device/pda/sar //VOREStation Add
id_pda_assignment = "Field Medic" //VOREStation Edit
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL|OUTFIT_COMPREHENSIVE_SURVIVAL

View File

@@ -136,7 +136,7 @@
/decl/hierarchy/outfit/job/talon_captain
name = OUTFIT_JOB_NAME("Talon Captain")
id_type = /obj/item/weapon/card/id/gold
id_type = /obj/item/weapon/card/id/talon/captain
id_slot = slot_wear_id
pda_type = null
@@ -152,6 +152,7 @@
name = OUTFIT_JOB_NAME("Talon Pilot")
id_pda_assignment = "Pilot"
id_type = /obj/item/weapon/card/id/talon/pilot
id_slot = slot_wear_id
pda_type = null
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL
@@ -168,7 +169,7 @@
name = OUTFIT_JOB_NAME("Talon Doctor")
hierarchy_type = /decl/hierarchy/outfit/job
id_type = /obj/item/weapon/card/id/medical
id_type = /obj/item/weapon/card/id/talon/doctor
id_slot = slot_wear_id
pda_type = null
@@ -186,7 +187,7 @@
name = OUTFIT_JOB_NAME("Talon Security")
hierarchy_type = /decl/hierarchy/outfit/job
id_type = /obj/item/weapon/card/id/security
id_type = /obj/item/weapon/card/id/talon/officer
id_slot = slot_wear_id
pda_type = null
backpack_contents = list(/obj/item/weapon/handcuffs = 1)
@@ -204,7 +205,7 @@
name = OUTFIT_JOB_NAME("Talon Engineer")
hierarchy_type = /decl/hierarchy/outfit/job
id_type = /obj/item/weapon/card/id/engineering
id_type = /obj/item/weapon/card/id/talon/engineer
id_slot = slot_wear_id
pda_type = null
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL

View File

@@ -412,11 +412,14 @@
#include "code\datums\outfits\jobs\civilian.dm"
#include "code\datums\outfits\jobs\civilian_vr.dm"
#include "code\datums\outfits\jobs\command.dm"
#include "code\datums\outfits\jobs\command_vr.dm"
#include "code\datums\outfits\jobs\engineering.dm"
#include "code\datums\outfits\jobs\job.dm"
#include "code\datums\outfits\jobs\medical.dm"
#include "code\datums\outfits\jobs\medical_vr.dm"
#include "code\datums\outfits\jobs\misc.dm"
#include "code\datums\outfits\jobs\science.dm"
#include "code\datums\outfits\jobs\science_vr.dm"
#include "code\datums\outfits\jobs\security.dm"
#include "code\datums\outfits\jobs\security_yw.dm"
#include "code\datums\outfits\jobs\special_vr.dm"
@@ -1383,7 +1386,13 @@
#include "code\game\objects\items\weapons\grenades\supermatter.dm"
#include "code\game\objects\items\weapons\id cards\cards.dm"
#include "code\game\objects\items\weapons\id cards\cards_vr.dm"
<<<<<<< HEAD
#include "code\game\objects\items\weapons\id cards\CH_ids.dm"
||||||| parent of 5229d72483... Merge pull request #9989 from VOREStation/upstream-merge-7815
=======
#include "code\game\objects\items\weapons\id cards\id_stacks.dm"
#include "code\game\objects\items\weapons\id cards\id_stacks_vr.dm"
>>>>>>> 5229d72483... Merge pull request #9989 from VOREStation/upstream-merge-7815
#include "code\game\objects\items\weapons\id cards\station_ids.dm"
#include "code\game\objects\items\weapons\id cards\station_ids_vr.dm"
#include "code\game\objects\items\weapons\id cards\syndicate_ids.dm"