The roundstart disability bug is my own doing from PR #7019 and reported
in issue #7369.
The other line changed was an oversight-- a place I should've used the
CAN_BE_FAT flag but didn't, and thus an inconsistency that I felt right
to correct in this pass.
Checks once when S (or NS) is set. At S, it will default the species
(human), fetch the species datum (also human) and generate a random
character of that species (all but the random character generation is
done at NS as well).
Also sorts out a species check I missed (it checked to see if the
species wasn't Machine. Now it checks to see if the species doesn't have
ALL_RPARTS - functionally the same).
* 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.
/🆑
Required SQL Change:
ALTER TABLE `characters` ADD `autohiss` TINYINT(1) NOT NULL AFTER `gear`;
Ingame changing of auto-accent level is no different.
This peference can be different on each of your characters.
- All antag roles now have playtime requirements.
- Solo antags require 3 hours, partner antags (e.g: guardian) require
5h, team-based antags (shadowlings, nukeops, etc) require 10h. Abductors
and ERTs require 20h.
- If someone can't choose a certain role, it will display as "[IN X
HRS]" in their preferences panel.
- These restrictions are enabled by the same config as job playtime
requirements are. Once this PR is merged, we can remove
USE_AGE_RESTRICTION_FOR_JOBS from our config.