- Redid belly interactions into a hide-able section to keep it nice and clean.
- Changed most 'error' messages into modal alert boxes to make it obvious.
- Remade name/desc/bellycount rules into defines at the start of the file.
- Fixed transfer problems as far as I can tell (Fixes#1063Fixes#763)
- Can't delete transfer location bellies. Notifies you what points at it and tells you to change it first.
- Get rid of the -1% thing. Just set it to 0% if you don't want it to happen.
- Added a little '?' help button for general interaction info.
https://gyazo.com/b8fb247c0ac101753795a400d61240d0
~changes Joan's bag and its icon
+Adds Dhael's gun and permit to her spawnlist
~debug attempt on Crescent Rose's sprite changing code. Also changes sprites.
Also just general AI QOL things.
AIs have a "Hardlight Noms" verb in the Vore tab. When their hologram is on top of a person, they can pick this, and will homf them. Takes 5 seconds, neither of you can move or it cancels. Holograms with someone inside become almost opaque and purple. They also have different examine text.
A hologram with someone inside cannot move through glass/tables/etc. Pressing "Hardlight Noms" again will give the option of dumping the prey out. Derezzing the hologram will also do this. Also because the hologram can be 'blocked' by things now when full, moving the hologram off the screen will derez it and dump the prey too.
AIs can examine mobs now to get flavortext and OOC notes. Shift-click only. This is for annoying technical reasons. Sorry to those that like to right-click and click examine.
* If a custom item can't be equipped to a character's inventory it is dropped on the ground. For late join characters, equip_custom_item() was called before the mob was placed at their starting locations; their coordinates were still 1,1,1. Which is the edge of a map so they get bounced to another z level.
* Fix: Equip custom items AFTER job_master.LateSpawn places the mob at the starting location, so it flows in same order as roundstart join characters.
* The parts lathe can print tech level 1 stock parts (matter bins, capacitors) required to build basic unupgraded machines.
* This is a separate machine from the autolathe to ease any concern that the autolathe would become OP.
* ALSO, it can be hit with a circuit board and will conveniently display the parts required to build that board's machine.
* Added circuitboard and design for constructing a parts lathe.
I'm an idiot, forgot about garbage collecting. This fixes a slight issue
in my previous PR that would have eventually resulted in a call of DEL
if nobody rebuilt the console.
The old build path pointed towards a circuitboard instead of towards the
machine, meaning when you screwdrivered the frame twice, it would cause
frame.dm to runtime, and then not delete the frame, meaning you could
spam click the console with a screwdriver and spawn infinite boards, and
still be stuck with a non functional machine.
injector.computer = null was causing a runtime because it was attempting
to edit something that no longer existed on destruction.
Right now it gives you 300 toxin damage "to be sure" you die. That's a little odd. Especially on health scanners after someone has bled to death. And you can't do heart transplants. We can do heart transplants now in 2017. 3500 per year. Pretty sure they won't forget how by 2561 or whatever.
This makes having no heart or too little blood do 75 oxyloss per tick. Enough to kill you eight seconds if you have no special care. It becomes 15 per tick with dexP which is fast enough to kill you "pretty fastly" and slow enough you can swap out a heart in surgery.
With dexP+dex+tric it becomes a meager 10ish per tick, but an inevitable 10 per tick as they are literally now full of every oxyloss removing drug in the game. So you can survive a couple of minutes, max, with not enough blood. You're still paralyzed and eye_blurry for most of it. You should probably be in surgery.
Adds random space traffic control chatter during the game. It's rare, not spammy. Like every 35 minutes it has one short conversation.
It adds a bunch of lore datums about different parties in space and ship names and stuff. That can be used for other stuff later.
If you find it annoying, you can disable it at the comms consoles (don't need to log in, anyone can do it).
***Normal traffic***
[Common] SCV Falken states, "Virgo TraCon, this is Federation SCV Falken on a military route to the Gateway 98-C at Arest, requesting refueling information."
[Common] Virgo Air/Space Control states, "Federation SCV Falken, this is Virgo TraCon, sending refueling information now."
[Common] SCV Falken states, "Virgo TraCon, thank you, good day."
***5% chance of wrong frequency***
[Common] SDV Lucina states, "Sol Command, this is Federation SDV Lucina on a diplomatic flight to NSB Checkmate, requesting remote telemetry data."
[Common] Virgo Air/Space Control states, "Federation SDV Lucina, this is Virgo TraCon, wrong frequency. Switch to 855.2."
[Common] SDV Lucina states, "Virgo TraCon, understood, apologies."
***2% chance of emergency traffic***
[Common] UNSC Colorado states, "This is Navy UNSC Colorado declaring an emergency! We have unknown life forms on board!"
[Common] Virgo Air/Space Control states, "Navy UNSC Colorado, this is Virgo TraCon, copy. Switch to emergency responder channel 639.2."
[Common] UNSC Colorado states, "Virgo TraCon, okay, switching now."