* bioluminescent kidan! 🐜🏮
Gives Kidan an IC tab ability that makes them glow! wow!!!!!
This adds body and head markings, a new glowy organ to kidan lower body,
and glowing space ants! wow!!!!!!
Bioluminescence eats away nutriment, you can be glowing for some 13
minutes at roundstart before you starve out and the light goes out.
Dying also turns off the light. And shadowlings veil too.
Light color is based on a mix between head and body markings colors,
where the body markings color is slightly more predominant.
How bright you are depends on how much clothing you have. A full nakey
kidan is as bright as a flashlight, while a fully suited kidan isn't
bright at all. Rolling down jumpsuits makes you more bright too. Basic
idea is less clothes in the way, more brightness.
Oh you can also remove the light organ and implant it on other things,
and they will gain the ability to be bioluminescent. Yes you can be a
hot pink glowing neon green in the dark vulp. If you implant the organ
on someone else, the light will be based on the original kidan's colors.
kudos to Traveling Merchant for the sprite work, and KasparoVv for
helping me out with the markings part. Only one set of body markings is
done yet, but hey they're easy to make
🆑 pinatacolada, Travelling Merchant
add: Glowing kidan!
add: Kidan body markings
🆑
* address all the things
literally everything
* fixit
* death comes
* death goes
* i ded
* all the small things
This changes the default alt job setting to return players to the lobby
if their job preferences are unavailable.
Reasoning:
- Random jobs should be an opt in, not an opt out, feature
- Typically,
new players can overlook this option or misunderstand what it means, and
end up in roles they may not have prepared themselves for.
- Being assigned a job that a person absolutely does NOT want means its
far less likely they will even do their job. We can only hope they cryo
in such cases. I'd rather just address one potential source of issues.
Potential cons:
- Might slightly reduce filling the less desireable jobs, but I think
the pros far outweight the cons.
This has NO effect on existing players, unless the admins decide to run
an SQL query. This ONLY affects new players.
🆑
Tweak: Default Alternate Job Preference changed to "Return to Lobby".
Only affects new players.
/🆑
Players:
- The only thing that you should notice is that your backpack options
have changed. Instead of being "None", "Backpack", "Satchel", and
"Satchel Alt", there are 6 options:
- "Grey Backpack": Ensures you always recieve a plain grey backpack.
- "Grey Satchel": Same as the above, grey, plain, satchel.
- "Grey Dufflebag": So you don't have to rush the locker room, I
guess. Just kinda ransacked it from /tg/. Happy to revert it, please
do not post a five paragraph text wall calling me a shitlord
powergaming hitler-loving furry.
- "Leather Satchel": It's a leather satchel. What the hell did you
think it was?
- "Department Backpack": Gives you the department's default backpack.
Grey for most jobs.
- "Department Satchel": It gives you the department's default
satchel; A grey satchel if the department doesn't have one.
Coders:
- The above means this needs a minor SQL change:
```
SQL goes here
I'll write a query later
Can't be bothered now
Kill me please
```
- This is a cleaner method of handling job equipment than
"M.equip_or_collect" x 1000. Jobs specify a '/datum/outfit' datum,
which defines all of the things to equip to the user.
- Minor note: equip_or_collect will no longer ever generate a plastic
bag. It will instead just drop stuff on the floor if it can't stuff it
into a mob. If this is even slightly a point of contention, more than
happy to revert it; It was just requested by Fox.
- Addendum: This also has the effect of making it so that labcoats
are just thrown onto the floor if you have a loadout suit. It's not
really avoidable. Uniforms and suits are equipped before the
backpack.
- Changes from /tg/:
- Changed all of the "H.equip_to_slot_or_del" calls into invoking a
new "equip_item" proc; This is used to support a new variable called
"collect_not_del". Job outfits use this, it makes it so that the
system calls equip_or_collect instead of equip_to_slot_or_del. The
idea being that job items should never be lost to the void,
especially because they can conflict with loadout items.
TODO:
- Retrofit "Equip Mob" verb to use this for all of the non-job options
- Fully implement head announcements(?)
- May be best for a second PR that addresses all of the real issues
with our current job system
( Now go reread that SQL code block :) )
If you want to have a name like ARMA-420 in game you previously had to
manually set it every round because it wouldn't load properly from SQL
because reject_bad_name doesn't like no numbers.
Changes that.
By turning it into its own preference. The verb stays in the ghost tab, except it now operates by checking client preferences.
Needs
ALTER TABLE `player` ADD `ghost_anonsay` TINYINT(1) NOT NULL DEFAULT '0' AFTER `lastchangelog`;
to add it to the SQL
Allows eyes to track eye-dependent disabilities when removed from the mob.
Farwas and Wolpins are now incurably colourblind (non-genetics based), so going lesser-form and back won't wipe your colourblindness.
Eyes being straight-up deleted (as per how set_species() handles setting up the organs required for the species we're changing to) no longer wipes colourblindness.
Now with more helper procs, less unnecessary commenting, random changes and other cleanliness-related tweaks.
For Vulpkanin and Tajara, it gives them their species-specific
colourblindness but their excellent darksight, too. Otherwise it gives
noir vision.
You can choose this disability at character creation. It is off by
default. You can turn it off via genetics and mutadone.
Fixes Cling Transform&Lesser/Greater form & Darksight bugs
Transforming to an identity will now, with 100% reliability, give you
the exact appearance as that ability bar the body_accessory and the
secondary hair/facial hair colours. Same thing with going from lesser
form to an identity that was not the one you lesser formed with.
Fixes the darksight bug from the last commit, happened 'cause typo.
Woops.
Eye Transplantation Applies Eye-dependent Genes
Transplanting colourblind Vulpkanin/Tajara eyes into a Human gives the Human
the dark_view and unique colourblindness of said Vulpkanin eyes.
Removing colourblind eyes will take the disability with it, meaning the
person will have colour vision/low darksight.
Adds colourblindness for Vulpkanin and Tajara that can be turned on by a
preference in character creation. By default, Vulpkanin and Tajara still
see in full colour, however their darksight is reduced to Human levels
unless they choose the 'unaugmented' eyes option.
Refactors darksight so it's tied to the eye organ. Refactors noir
glasses.
You can now visually distinguish mechanical/mechassisted organs from
their organic counterparts due to their names and icons.
Resolves issue w/ Colour-vision after Cloning/Lesser-to-greater Formswapping.
Cloned Vulpkanin and Tajara get unaugmented vision (colourblind and
darksight) by default since the cloners can't administer the
eye-augmentation surgery. Same goes for swapping from lesser to greater
form as a Changeling.
The monkey-forms of Vulpkanin and Tajara now have almost the same organs as
their greater forms, meaning they get the same colourblindness but
excellent darksight.