Welders now consume 1 fuel to heal 15 points of brute damage when
repairing robotic limbs / IPCs
Welders must now be ON to repair robotic limbs / IPCs (seriously, who
dropped the ball on this one?)
Welders and Cable Coils now incur a 1 second delay when being used to
self-repair robotic limbs / IPCs
- This is HALF the delay organics have to suffer when using trauma kits,
and rather easy to not even notice.
* Janitorial Quality of Life
- Trash Bags fit in satchels/bags/duffelbags
- Advanced Mops clean faster, can clean more
- Holosign Projectors can create more signs
- New Closet added, with janitorial stuff that was previously on the
ground
- Ghosts can no longer create dirt
- Dirt creation slowed down
- Janitorial Closet tidied up
* Removes redundant check
* Trash Bags become heavier with use
* Fixes Map Merge not being done
* Re-adds Box Refilling because I am an idiot
Missing parenthesis, not even ONCE
* Unblocks MULEbot docking area
* Adds broken bulb recycling
* Addresses Fox's/DZD's concerns
* Adds sanity checks for NODROP
* Adds Syndicate Infiltration Team
Goals:
- Provide a way to introduce a group of co-operating traitors, e.g: for
events.
- Provide a way to draw several ghosts into the round at once.
- Provide a way to enable additional objectives (e.g: kidnap) traitors
don't currently have a way to complete.
- Provide an evil counterpart to the Emergency Response Team.
Main:
- Creates a new "Send Infiltration Team" verb under Secrets -> IC for
admins. This verb creates a team of syndicate infiltrators, drawn from
ghosts.
- The infiltrators themselves are prespawned with stealth items
(including 20 TC uplink implants, dust implants, chameleon jumpsuit,
etc).
- The admin who invokes the SIT chooses their mission. It can be
anything.
- This team has their own shuttle, with 3 docking points on the
Cyberiad: arrivals maint, eng maint, and sci maint.
- Their shuttle has blast doors, and a small shuttle brig for abducting
Cyberiad crew.
Misc:
- Creates an 'emag_immune' attribute for doors (and pod doors). Applies
it to SST, SIT and nuke ops main doors. SST application prevents an
exploit. SIT/nukeops application prevents failzerg.
* check_rights, color codes
* Improved Options
- Added PDA painter to SIT spawn room, to prevent SIT members from
metagaming the SIT by identifying them from their PDA color.
- Added food, drinks, and laundry machine/crayons (to recolor gloves) to
the SIT spawn room.
- Added team size prompt for issuing admin, to allow them to send larger
or smaller teams.
- Removed storage implant from the list of things SIT team members spawn
with. In most cases, they will have plenty of TC to buy one if they want
it.
- Fixed action button sprite on dust implant. No longer displays as
blank.
- Added the number of TC each team member gets on spawn as an
admin-configurable option when using the verb. 20-30 is suggested.
- Updated memories ("Notes") given to each SIT member upon creation.
- Fixed a bug with SIT team size which was sometimes causing one less
person to spawn than was intended.
* Minor Improvements
- Made SIT members show up on antaghud, and to each other. Rather like
nuke ops.
- Made SIT members start out with a flashlight in their backpack, so
they can more easily find their way into the station from maint, without
bumbling around in the dark.
- Removed manhack grenade from SIT shuttle, replaced it with a welding
tool. Subtle hint to break the wall into the station.
- Added option for admins to spawn a Syndicate Officer to brief the team
before they go. The officer does not go with the team. They're rather
like ERT Directors briefing ERTs before they are sent out. Optional
fluff.
* Map Area Tweak
* Fixes potential SST exploit with c4-ing mech door
* Tiger
* World's smallest merge/Travis fix
* Renames Officer to Management Consultant
* Removes protected var blocking C4 on poddoors
* Removes emag_immune property for doors
Moves the timer (and deconversion) to the mind datum instead of on the
staff.
Rewrites nullrod reskin list-building to instead rely on a variable set
on the subtype of nullrod to determine whether or not to include it by
default.
- By default, all nullrod subtypes EXCEPT fluff subtypes and the
missionary_staff subtype have this set to TRUE.
- Fluff subtypes still re-add themselves to the list as appropriate
through their fluff_transformations list entries, like they previously
did.
- This also allows future coders to potentially make new nullrod
variants that are not reskin options (such as for admin-only versions,
or special away mission reward versions) with better stats / effects by
simply setting "reskin_selectable = FALSE" in the subtype declaration
instead of manually removing the path from the list
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.