Cleans up those nasty trailing returns, colons, and other clutter. Also
went ahead and removed the colons from the original mindslave code I
copied.
Converting loyalty implanted crew now results in a shorter zealot
duration. Previously, all crew was a zealot for 10 minutes, now crew
that is loyalty implanted AT THE TIME OF CONVERSION remains a zealot for
only 5 minutes before deconverting.
New traitor chaplain items: Missionary Robe and Missionary Staff.
They look like ordinary chaplain hoodies, but the Missionary Robes
actually are armored and can be linked to a single Missionary Staff to
recharge "faith" while wearing the robes.
The Missionary Staff looks like either the red or blue godstaff
nullrods, and is also a nullrod (can't be reskinned). However, the true
power comes when linked to a set of Missionary Robes, charging the staff
with "faith" that can be used to perform ranged conversions on
individual targets within sight of the missionary.
Conversions mimic the effects of a mindslave implant, except that it
only last for 10 minutes before the victim returns to normal. The victim
is specifically told when they deconvert that they forget their actions
and master. Conversion is able to overcome loyalty implants sometimes,
but if successful it will take longer than normal to recharge. Likewise,
the more "educated" crew members (psychiatrist and librarian) are more
resistant to conversion, though much less so than the loyalty implanted
crew (these resistances do not stack). Civilians, on the other hand,
have a chance to only use half the "faith" of a normal conversion,
meaning you can attempt another conversion much sooner. Crew that is
already mindslaved (whether by a staff or implant) cannot be converted,
as they are already mentally dominated, so this can also potentially
help you make a new traitor friend if you play your cards right.
Successfully converting a crew member mindslaves them to you for 10
minutes, and recolors their worn jumpsuit to match the color of your
staff (red or blue, chosen randomly when the staff is spawned). Failure
to convert a target expends 25-75 "faith" (based on circumstances),
while a successful conversion typically uses 100 "faith" but can use
more or less in special cases. As long as you wear the Missionary Robes
and keep your Missionary Staff close by, the "faith" recharges passively
and will notify you when you are able to attempt another conversion.
Times, chances, and values are subject to change.
TODO: Upon conversion, play "WOLOLO" to the missionary and new zealot,
to inform them both of the good news. Also, testing.
Refactored most instances of special_role setting/checking to use new
SPECIAL_ROLE_X defines in code/__DEFINES/gamemode.dm
Removed relative pathing from objective.dm and split large if statements
into multiple, plus a bunch of styling fixes
Refactored every instance of `istype(ticker.mode` into a GAMEMODE_IS_X
define in code/__DEFINES/gamemode.dm. Done primarily for when someone gets
around to making gamemode code less AWFUL
- Styling fixes
- Added post_build() to stack recipes, for any recipes that need to do
something special
- Called with two arguments, the stack that it originated from, and the
new object.
- Moved stack recipes to their own file
Currently, only two things use post_build
- Cablecuffs use it to color the cuffs the same as the wire they
originated from
- Metal rods use it to call update_icon, in order to display the correct
sprite for whatever amount of rods you created.
Give Atmos-traitors a unique 10TC axe to buy.
This axe starts with a single charge and can gain more charges over time
by destroying windows and grilles. Each grille or window destroyed has a
4% chance of giving another charge to the axe. On a charged hit the axe
will hit for 30 brute and 30 burn. It will otherwise function as a
normal fireaxe if out of charges.

Sprites courtesy of Fullofskittles
🆑 IcyV
add: Adds a unique axe for Atmos-traitors
/🆑