Merge pull request #388 from Tastyfish/master

job title choices! lizards speak normal, can pour things down sink
This commit is contained in:
SkyMarshal
2012-02-08 18:17:30 -08:00
21 changed files with 155 additions and 53 deletions

View File

@@ -6,9 +6,9 @@
speak_chance = 1
turns_per_move = 15
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets "
response_disarm = "gently pushes aside "
response_harm = "kicks "
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
var/max_nutrition = 100 // different animals get hungry faster, basically number of 5-second steps from full to starving (60 == 5 minutes)
var/nutrition_step // cycle step in nutrition system
var/obj/movement_target // eating-ing target
@@ -17,6 +17,9 @@
if(!nutrition)
nutrition = max_nutrition * 0.33 // at 1/3 nutrition
reagents = new()
reagents.my_atom = src
Life()
..()
@@ -38,12 +41,14 @@
if(nutrition >= max_nutrition)
return
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
if((movement_target) && !(isturf(movement_target.loc)))
movement_target = null
stop_automated_movement = 0
a_intent = "help"
turns_per_move = initial(turns_per_move)
if( !movement_target || !(movement_target.loc in oview(src, 3)) )
movement_target = null
stop_automated_movement = 0
a_intent = "help"
turns_per_move = initial(turns_per_move)
for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,3))
if(isturf(S.loc) || ishuman(S.loc))
movement_target = S

View File

@@ -9,6 +9,8 @@ datum/mind
var/assigned_role
var/special_role
var/role_alt_title
var/datum/job/assigned_job
var/list/datum/objective/objectives = list()
@@ -287,6 +289,7 @@ datum/mind
var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in get_all_jobs()
if (!new_role) return
assigned_role = new_role
role_alt_title = null
else if (href_list["memory_edit"])
var/new_memo = input("Write new memory", "Memory", memory) as null|message
@@ -345,7 +348,7 @@ datum/mind
new_objective.owner = src
new_objective:target = new_target:mind
//Will display as special role if the target is set as MODE. Ninjas/commandos/nuke ops.
new_objective.explanation_text = "[objective_type] [new_target:real_name], the [new_target:mind:assigned_role=="MODE" ? (new_target:mind:special_role) : (new_target:mind:assigned_role)]."
new_objective.explanation_text = "[objective_type] [new_target:real_name], the [new_target:mind:assigned_role=="MODE" ? (new_target:mind:special_role) : (new_target:mind:role_alt_title ? new_target:mind:role_alt_title : new_target:mind:assigned_role)]."
if ("hijack")
new_objective = new /datum/objective/hijack

View File

@@ -108,7 +108,7 @@
explanation = "Our knowledge must live on. Make sure at least [acolytes_needed] acolytes escape on the shuttle to spread their work on an another station."
if("sacrifice")
if(sacrifice_target && sacrifice_target.current)
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. You will need the sacrifice rune (Hell blood join) and three acolytes to do so."
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.role_alt_title ? sacrifice_target.role_alt_title : sacrifice_target.assigned_role]. You will need the sacrifice rune (Hell blood join) and three acolytes to do so."
else
explanation = "Free objective."
if("eldergod")
@@ -307,9 +307,9 @@
explanation = "Free objective"
else
if(sacrificed.Find(sacrifice_target))
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. \green <b>Success!</b>"
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.role_alt_title ? sacrifice_target.role_alt_title : sacrifice_target.assigned_role]. \green <b>Success!</b>"
else if(sacrifice_target && sacrifice_target.current)
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. \red Failed."
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.role_alt_title ? sacrifice_target.role_alt_title : sacrifice_target.assigned_role]. \red Failed."
else
explanation = "Sacrifice Unknown, the Unknown whos body was likely gibbed. \red Failed."
if("eldergod")

View File

@@ -33,7 +33,7 @@ datum/objective/decapitate
find_target()
..()
if(target && target.current)
explanation_text = "[target.current.real_name], the [target.assigned_role], has defied us for the last time. Make an example of him, and bring us his severed head."
explanation_text = "[target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role], has defied us for the last time. Make an example of him, and bring us his severed head."
else
explanation_text = "Free Objective"
return target
@@ -42,7 +42,7 @@ datum/objective/decapitate
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "[target.current.real_name], the [!role_type ? target.assigned_role : target.special_role], has defied us for the last time. Make an example of him, and bring us his severed head."
explanation_text = "[target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)], has defied us for the last time. Make an example of him, and bring us his severed head."
else
explanation_text = "Free Objective"
return target
@@ -66,7 +66,7 @@ datum/objective/assassinate
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role]."
else
explanation_text = "Free Objective"
return target
@@ -75,7 +75,7 @@ datum/objective/assassinate
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target
@@ -96,7 +96,7 @@ datum/objective/mutiny
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role]."
else
explanation_text = "Free Objective"
return target
@@ -105,7 +105,7 @@ datum/objective/mutiny
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target
@@ -138,7 +138,7 @@ datum/objective/debrain//I want braaaainssss
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name] the [!role_type ? target.assigned_role : target.special_role]."
explanation_text = "Steal the brain of [target.current.real_name] the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target
@@ -162,7 +162,7 @@ datum/objective/protect//The opposite of killing a dude.
find_target()
..()
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [target.assigned_role]."
explanation_text = "Protect [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role]."
else
explanation_text = "Free Objective"
return target
@@ -171,7 +171,7 @@ datum/objective/protect//The opposite of killing a dude.
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
explanation_text = "Protect [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target

View File

@@ -72,7 +72,7 @@
var/datum/objective/assassinate/rev_obj = new
rev_obj.owner = rev_mind
rev_obj.target = head_mind
rev_obj.explanation_text = "Assassinate [head_mind.current.real_name], the [head_mind.assigned_role]."
rev_obj.explanation_text = "Assassinate [head_mind.current.real_name], the [head_mind.role_alt_title ? head_mind.role_alt_title : head_mind.assigned_role]."
rev_mind.objectives += rev_obj
equip_traitor(rev_mind.current, 1) //changing how revs get assigned their uplink so they can get PDA uplinks. --NEO
@@ -102,7 +102,7 @@
var/datum/objective/mutiny/rev_obj = new
rev_obj.owner = rev_mind
rev_obj.target = head_mind
rev_obj.explanation_text = "Assassinate [head_mind.current.real_name], the [head_mind.assigned_role]."
rev_obj.explanation_text = "Assassinate [head_mind.current.real_name], the [head_mind.role_alt_title ? head_mind.role_alt_title : head_mind.assigned_role]."
rev_mind.objectives += rev_obj
/datum/game_mode/proc/greet_revolutionary(var/datum/mind/rev_mind, var/you_are=1)

View File

@@ -7,6 +7,7 @@
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
alt_titles = list("Counselor")
equip(var/mob/living/carbon/human/H)
@@ -19,7 +20,7 @@
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes)
spawn(0)
var/religion_name = "Christianity"
var/new_religion = input(H, "You are the Chaplain. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)
var/new_religion = input(H, "You are the Chaplain / Councelor. For game mechanics purposes, you need to choose a religion either way. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)
if ((length(new_religion) == 0) || (new_religion == "Christianity"))
new_religion = religion_name

View File

@@ -22,5 +22,8 @@
//Supervisors, who this person answers to directly
var/supervisors = ""
//List of alternate titles, if any
var/list/alt_titles
/datum/job/proc/equip(var/mob/living/carbon/human/H)
return 1

View File

@@ -30,6 +30,7 @@
total_positions = 5
spawn_positions = 3
supervisors = "the chief medical officer"
alt_titles = list("Virologist", "Surgeon")
equip(var/mob/living/carbon/human/H)
@@ -68,7 +69,7 @@
return 1
/*
/datum/job/virologist
title = "Virologist"
flag = VIROLOGIST
@@ -90,5 +91,5 @@
H.equip_if_possible(new /obj/item/clothing/suit/storage/labcoat/virologist(H), H.slot_wear_suit)
H.equip_if_possible(new /obj/item/device/flashlight/pen(H), H.slot_s_store)
return 1
*/

View File

@@ -28,6 +28,7 @@
total_positions = 5
spawn_positions = 3
supervisors = "the research director"
alt_titles = list("Plasma Researcher", "Xenobiologist")
equip(var/mob/living/carbon/human/H)

View File

@@ -68,6 +68,7 @@
total_positions = 1
spawn_positions = 1
supervisors = "the head of security"
alt_titles = list("Forensic Technician")
equip(var/mob/living/carbon/human/H)

View File

@@ -44,6 +44,12 @@ var/global/datum/controller/occupations/job_master
return null
proc/GetAltTitle(mob/new_player/player, rank)
. = player.preferences.GetAltTitle(GetJob(rank))
world << "AT: [rank]: [.]"
return .
proc/AssignRole(var/mob/new_player/player, var/rank, var/latejoin = 0)
Debug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
if((player) && (player.mind) && (rank))
@@ -56,6 +62,7 @@ var/global/datum/controller/occupations/job_master
if((job.current_positions < position_limit) || position_limit == -1)
Debug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
player.mind.assigned_role = rank
player.mind.role_alt_title = GetAltTitle(player, rank)
unassigned -= player
job.current_positions++
return 1
@@ -83,6 +90,7 @@ var/global/datum/controller/occupations/job_master
for(var/mob/new_player/player in world)
if((player) && (player.mind))
player.mind.assigned_role = null
player.mind.role_alt_title = null
player.mind.special_role = null
SetupOccupations()
unassigned = list()
@@ -207,12 +215,16 @@ var/global/datum/controller/occupations/job_master
else
H << "Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."
spawnId(H,rank)
if(H.mind.assigned_role == rank && H.mind.role_alt_title)
spawnId(H, rank, H.mind.role_alt_title)
else
spawnId(H, rank)
H << "<B>You are the [rank].</B>"
H << "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
H.job = rank
if(H.mind)
if(H.mind && H.mind.assigned_role != rank)
H.mind.assigned_role = rank
H.mind.role_alt_title = null
if(!joined_late && rank != "Tourist")
var/obj/S = null
@@ -239,8 +251,9 @@ var/global/datum/controller/occupations/job_master
return 1
proc/spawnId(var/mob/living/carbon/human/H, rank)
proc/spawnId(var/mob/living/carbon/human/H, rank, title)
if(!H) return 0
if(!title) title = rank
var/obj/item/weapon/card/id/C = null
switch(rank)
if("Cyborg")
@@ -251,9 +264,9 @@ var/global/datum/controller/occupations/job_master
C = new /obj/item/weapon/card/id(H)
if(C)
C.registered_name = H.real_name
C.assignment = rank
C.assignment = title
C.name = "[C.registered_name]'s ID Card ([C.assignment])"
C.access = get_access(C.assignment)
C.access = get_access(rank)
H.equip_if_possible(C, H.slot_wear_id)
if(!H.equip_if_possible(new /obj/item/weapon/pen(H), H.slot_r_store))
H.equip_if_possible(new /obj/item/weapon/pen(H), H.slot_ears)

View File

@@ -22,7 +22,6 @@ var/const
CMO =(1<<3)
DOCTOR =(1<<4)
GENETICIST =(1<<5)
VIROLOGIST =(1<<6)
CIVILIAN =(1<<2)
@@ -74,8 +73,7 @@ var/list/engineering_positions = list(
var/list/medical_positions = list(
"Chief Medical Officer",
"Medical Doctor",
"Geneticist",
"Virologist"
"Geneticist"
)

View File

@@ -189,7 +189,7 @@ Pod/Blast Doors computer
L.fields["sex"] = H.gender
L.fields["age"] = H.age
L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
L.fields["rank"] = H.mind.assigned_role
L.fields["rank"] = H.mind.role_alt_title ? H.mind.role_alt_title : H.mind.assigned_role
L.fields["b_type"] = H.dna.b_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.struc_enzymes
@@ -266,7 +266,7 @@ Pod/Blast Doors computer
L.fields["sex"] = H.gender
L.fields["age"] = H.age
L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
L.fields["rank"] = H.mind.assigned_role
L.fields["rank"] = H.mind.role_alt_title ? H.mind.role_alt_title : H.mind.assigned_role
L.fields["b_type"] = H.dna.b_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.struc_enzymes

View File

@@ -5,13 +5,18 @@
desc = "A sink used for washing one's hands and face."
anchored = 1
var/busy = 0 //Something's being washed at the moment
var/mode = 0 //0 == fill, 1 == pour
New()
..()
verbs += /obj/machinery/sink/proc/mode_pour
attack_hand(mob/M as mob)
if(busy)
M << "\red Someone's already washing something here."
return
usr << "\blue You start washing up."
M << "\blue You start washing up."
busy = 1
if(do_after(M,40))
@@ -43,6 +48,25 @@
V.show_message(text("\blue [M] washes up using \the [src]."))
busy = 0
proc/mode_pour()
set name = "Mode -> Pour"
set category = "Object"
set src in oview(1)
mode = 1
verbs -= /obj/machinery/sink/proc/mode_pour
verbs += /obj/machinery/sink/proc/mode_fill
usr << "You will now pour reagents down \the [src]."
proc/mode_fill()
set name = "Mode -> Fill"
set category = "Object"
set src in oview(1)
mode = 0
verbs -= /obj/machinery/sink/proc/mode_fill
verbs += /obj/machinery/sink/proc/mode_pour
usr << "You will now fill your container from the faucet."
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(busy)
@@ -50,15 +74,26 @@
return
if (istype(O, /obj/item/weapon/reagent_containers/glass) || istype(O,/obj/item/weapon/reagent_containers/food/drinks))
if(O.reagents.total_volume < O.reagents.maximum_volume)
O:reagents.add_reagent("water", 10)
user.visible_message( \
"\blue [user] fills the [O] using the [src].", \
"\blue You fill the [O] using the [src].")
if(!mode)
// fill
if(O.reagents.total_volume < O.reagents.maximum_volume)
O:reagents.add_reagent("water", 10)
user.visible_message( \
"\blue [user] fills the [O] using the [src].", \
"\blue You fill the [O] using the [src].")
else
user.visible_message( \
"\blue [user] spills water out of the overflowing [O] into the [src].", \
"\blue You spill water out of the overflowing [O] into the [src].")
else
user.visible_message( \
"\blue [user] spills water out of the overflowing [O] into the [src].", \
"\blue You spill water out of the overflowing [O] into the [src].")
// pour
if(O.reagents.total_volume > 0)
O.reagents.clear_reagents()
user.visible_message( \
"\blue [user] pours the contents of \the [O] into \the [src].", \
"\blue You pour the contents of \the [O] into \the [src].")
else
user << "\The [O] is empty."
return
else if (istype(O, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = O

View File

@@ -335,7 +335,7 @@
jobs += "<a href='?src=\ref[src];newjobban2=Chemist_RD_CMO;jobban4=\ref[M]'>Chemist+RD+CMO</a> <br>"
jobs += "<a href='?src=\ref[src];newjobban2=Geneticist_RD_CMO;jobban4=\ref[M]'>Geneticist+RD+CMO</a> <br>"
jobs += "<a href='?src=\ref[src];newjobban2=MD_CMO;jobban4=\ref[M]'>MD+CMO</a> <br>"
jobs += "<a href='?src=\ref[src];newjobban2=Virologist_RD_CMO;jobban4=\ref[M]'>Virologist+RD+CMO</a> <br>"
/*jobs += "<a href='?src=\ref[src];newjobban2=Virologist_RD_CMO;jobban4=\ref[M]'>Virologist+RD+CMO</a> <br>"*/
jobs += "<a href='?src=\ref[src];newjobban2=Scientist_RD;jobban4=\ref[M]'>Scientist+RD</a> <br>"
jobs += "<a href='?src=\ref[src];newjobban2=AI_Cyborg;jobban4=\ref[M]'>AI+Cyborg</a> <br>"
jobs += "<a href='?src=\ref[src];newjobban2=Detective_HoS;jobban4=\ref[M]'>Detective+HoS</a> <br><br>"

View File

@@ -315,6 +315,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
if(!record_found)//We have to pick their role if they have no record.
if(G_found.mind&&G_found.mind.assigned_role)//But they may have an assigned role already.
new_character.mind.assigned_role = G_found.mind.assigned_role//Also makes sure our MODE people are equipped right later on.
new_character.mind.role_alt_title = G_found.mind.role_alt_title
else
var/assigned_role = input("Please specify which job the character will be respawned as.", "Assigned role") as null|anything in get_all_jobs()
if(!assigned_role) new_character.mind.assigned_role = "Assistant"//Defaults to assistant.

View File

@@ -132,17 +132,27 @@
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the remote signalling device."
src.state = 3
new /obj/item/device/assembly/signaler( src.loc, 1 )
var/obj/item/device/assembly/signaler/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/signaler( src.loc, 1 )
if(isprox(W) && motion == 0)
// if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
// W:use(1)
user << "\blue You attach the proximity sensor."
user.drop_item()
W.loc = src
motion = 1
if(istype(W, /obj/item/weapon/crowbar) && motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the proximity sensor."
new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
var/obj/item/device/assembly/prox_sensor/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
motion = 0
if(istype(W, /obj/item/stack/sheet/glass))
if(W:amount >= 1)

View File

@@ -1,7 +1,4 @@
/mob/living/carbon/human/say(var/message)
if(src.mutantrace == "lizard")
if(copytext(message, 1, 2) != "*")
message = dd_replaceText(message, "s", stutter("ss"))
if(src.mutantrace == "metroid" && prob(5))
if(copytext(message, 1, 2) != "*")
if(copytext(message, 1, 2) == ";")

View File

@@ -253,9 +253,9 @@
src << alert("[rank] is not available. Please try another.")
return 0
job_master.AssignRole(src, rank, 1)
var/mob/living/carbon/human/character = create_character()
var/icon/char_icon = getFlatIcon(character,0)//We're creating out own cache so it's not needed.
job_master.AssignRole(character, rank, 1)
job_master.EquipRank(character, rank, 1)
EquipCustomItems(character)
character.loc = pick(latejoin)
@@ -327,7 +327,7 @@
L.fields["sex"] = H.gender
L.fields["age"] = H.age
L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
L.fields["rank"] = H.mind.assigned_role
L.fields["rank"] = H.mind.role_alt_title ? H.mind.role_alt_title : H.mind.assigned_role
L.fields["b_type"] = H.dna.b_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.struc_enzymes

View File

@@ -104,6 +104,8 @@ datum/preferences
job_engsec_med = 0
job_engsec_low = 0
list/job_alt_titles = new() // the default name of a job like "Medical Doctor"
flavor_text = ""
// slot stuff
@@ -213,6 +215,19 @@ datum/preferences
proc/closesave(mob/user)
user << browse(null, "window=saves;size=300x640")
proc/GetAltTitle(datum/job/job)
return job_alt_titles.Find(job.title) > 0 \
? job_alt_titles[job.title] \
: job.title
proc/SetAltTitle(datum/job/job, new_title)
// remove existing entry
if(job_alt_titles.Find(job.title))
job_alt_titles -= job.title
// add one if it's not default
if(job.title != new_title)
job_alt_titles[job.title] = new_title
proc/SetChoices(mob/user, changedjob)
var/HTML = "<body>"
HTML += "<tt><center>"
@@ -246,14 +261,17 @@ datum/preferences
HTML += "<font color=orange>\[Low]</font>"
else
HTML += "<font color=red>\[NEVER]</font>"
HTML += "</a><br>"
if(job.alt_titles)
HTML += "</a> <a href=\"byond://?src=\ref[user];preferences=1;alt_title=1;job=\ref[job]\">\[[GetAltTitle(job)]\]</a><br>"
else
HTML += "</a><br>"
HTML += "<br>"
HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a>"
HTML += "</center></tt>"
user << browse(null, "window=preferences")
user << browse(HTML, "window=mob_occupation;size=320x600")
user << browse(HTML, "window=mob_occupation;size=350x600")
return
@@ -378,6 +396,14 @@ datum/preferences
return 1
if(link_tags["alt_title"] && link_tags["job"])
var/datum/job/job = locate(link_tags["job"])
var/choices = list(job.title) + job.alt_titles
var/choice = input("Pick a title for [job.title].", "Character Generation", GetAltTitle(job)) as anything in choices | null
if(choice)
SetAltTitle(job, choice)
SetChoices(user)
if(link_tags["real_name"])
var/new_name
@@ -638,6 +664,7 @@ datum/preferences
job_engsec_high = 0
job_engsec_med = 0
job_engsec_low = 0
job_alt_titles = new()
underwear = 1
be_special = 0
be_random_name = 0

View File

@@ -115,6 +115,8 @@ datum/preferences/proc/savefile_save(mob/user, slot)
F["job_engsec_med"] << src.job_engsec_med
F["job_engsec_low"] << src.job_engsec_low
F["job_alt_titles"] << job_alt_titles
//Body data
F["hair_red"] << src.r_hair
F["hair_green"] << src.g_hair
@@ -212,6 +214,10 @@ datum/preferences/proc/savefile_load(mob/user, slot)
F["job_engsec_med"] >> src.job_engsec_med
F["job_engsec_low"] >> src.job_engsec_low
F["job_alt_titles"] >> job_alt_titles
if(!job_alt_titles)
job_alt_titles = new()
//NOTE: Conversion things go inside this if statement
//When updating the save file remember to add 1 to BOTH the savefile constants
//Also take the old conversion things that no longer apply out of this if