I always thought it strange that the ERT had both their own backpacks, and access to the unquestionably superior Syndicate dufflebags.
This buffs the ERT Backpack to be on par with the syndicate dufflebag. Long term plan is to remove the Syndicate dufflebags from the ERT Armory, but that cannot be done yet due to the mapping freeze.
* Nerfs Chameleon Kit Boxes
Because of the way chameleon kits start with items, the boxes start with a ton of storage slots to hold all the items. Sometimes people grab the boxes, dump out the original contents and stuff a ton of stuff into them as a result.
This refactors it so that all the chameleon stuff starts in the backpack instead, so chameleon kit boxes themselves are no longer superboxes
* Unnecessary comma
Chemistry bags can no longer be carried around in the belt slot, considering the number of chems they can carry they are probably a bit too large for that.
-Adds new customizable carbonspecies for werebeast shenanigans.
-Stats-wise somewhat faster, tougher, and hungrier compared to base humans. Also darksight.
-Added whatever the code needed to make it possible to have taller carbonspecies.
-As a side effect, the forementioned also makes it possible to do long necked species and more.
-The werebeast can use the tail, hair, ear, and markings customization. This will be messy on tails that rely heavily on human silhouette. The hair and ear customization is fully functional using unedited human assets with a coded offset.
-The hair/ears offset is a modifiable var for the species specific head organ subtype, and can be used by other species that use custom headtypes.
-The werebeast has a set of markings as well, restricted to the species. face, belly, socks, and nose.
Currently the werebeast ready clothing is limited to:
-Back: basic backpack, basic satchel, leather satchel, basic courier bag, and basic duffle.
-Belt: toolbelt and security belt.
-Eyes: most sunglasses and sunglass huds, welding goggles, regular and 3d glasses, plain, meson, and science goggles.
-Feet: black and brown basic shoes, galoshes, jackboots, and toeless jackboots.
-Hands: latex/white, nitrile, yellow/insulated, black, and fingerless gloves.
-Head: the entire selection of vanilla headgear.
-Suit: labcoat, regular and white hazard vest, and 4 flavors of varsity jackets.
-Uniform: white pants, white shorts, white, orange, yellow, black, grey, robo, engie, and janitor jumpsuits, swept and nurse skirt.
Everything else will likely not show up at all, but more can be added whenever needed.
- Removes Light Machine Guns, Grenade Launchers, Matebas, and all 7mm battle and sniper rifles
- Adds 5mm Assault Rifles, .45 revolvers
- Reduces the number of powerful weapon types (energy sniper, combat shotgun)
- Replaces the submachinegun with a weaker one, reduces the number, adds extra magazines
- Adds a lot of things to the medical and engineering ERT sections
- Replaces weapon power cells with self-charging weapon power cells
- Adds a few recharging high capacity power cells (Reskin of slime power cell), and a bunch of hyper capacity power cells
- Adds some miscellaneous devices (Translocator, shelter capsule, binoculars) to the hardsuit section
- Replaces the hardsuit section's grenade launchers with two sprint modules and a micro pharmacy
- Adds LMGs to Zulu's armory