mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-29 15:08:34 +01:00
Adds IDs and Wallets
Adds variants of ID cards for each department and head, and adds several new colors of wallet. The wallets self-color the little ID in the corner based on the ID inserted so they always show the right picture of the ID, without needing to sprite each ID. Some are snowflaked, notably Gold and Centcom, but the rest are generated on the fly based on colors on the ID.
This commit is contained in:
@@ -9,6 +9,7 @@
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spawn_positions = 2
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supervisors = "the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/civilian
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access = list(access_hydroponics, access_bar, access_kitchen)
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minimal_access = list(access_bar)
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alt_titles = list("Barista")
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@@ -38,6 +39,7 @@
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spawn_positions = 2
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supervisors = "the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/civilian
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access = list(access_hydroponics, access_bar, access_kitchen)
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minimal_access = list(access_kitchen)
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alt_titles = list("Cook")
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@@ -65,6 +67,7 @@
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spawn_positions = 1
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supervisors = "the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/civilian
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access = list(access_hydroponics, access_bar, access_kitchen)
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minimal_access = list(access_hydroponics)
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alt_titles = list("Hydroponicist")
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@@ -98,6 +101,7 @@
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spawn_positions = 1
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supervisors = "the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/cargo/head
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economic_modifier = 5
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access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
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minimal_access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
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@@ -128,6 +132,7 @@
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spawn_positions = 2
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supervisors = "the quartermaster and the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/cargo
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access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
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minimal_access = list(access_maint_tunnels, access_cargo, access_cargo_bot, access_mailsorting)
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@@ -153,6 +158,7 @@
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spawn_positions = 3
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supervisors = "the quartermaster and the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/cargo
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economic_modifier = 5
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access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
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minimal_access = list(access_mining, access_mining_station, access_mailsorting)
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@@ -192,6 +198,7 @@
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spawn_positions = 2
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supervisors = "the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/civilian
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access = list(access_janitor, access_maint_tunnels)
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minimal_access = list(access_janitor, access_maint_tunnels)
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alt_titles = list("Custodian")
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@@ -218,6 +225,7 @@
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spawn_positions = 1
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supervisors = "the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/civilian
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access = list(access_library, access_maint_tunnels)
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minimal_access = list(access_library)
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alt_titles = list("Journalist")
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@@ -244,6 +252,7 @@
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spawn_positions = 2
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supervisors = "company officials and Corporate Regulations"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/civilian
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economic_modifier = 7
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access = list(access_lawyer, access_sec_doors, access_maint_tunnels, access_heads)
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minimal_access = list(access_lawyer, access_sec_doors, access_heads)
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@@ -9,6 +9,7 @@
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spawn_positions = 1
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supervisors = "the head of personnel"
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selection_color = "#515151"
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idtype = /obj/item/weapon/card/id/civilian
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access = list(access_morgue, access_chapel_office, access_crematorium, access_maint_tunnels)
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minimal_access = list(access_morgue, access_chapel_office, access_crematorium)
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alt_titles = list("Counselor")
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@@ -9,7 +9,7 @@
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spawn_positions = 1
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supervisors = "the captain"
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selection_color = "#7F6E2C"
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idtype = /obj/item/weapon/card/id/silver
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idtype = /obj/item/weapon/card/id/engineering/head
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req_admin_notify = 1
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economic_modifier = 10
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@@ -59,6 +59,7 @@
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spawn_positions = 5
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supervisors = "the chief engineer"
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selection_color = "#5B4D20"
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idtype = /obj/item/weapon/card/id/engineering
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economic_modifier = 5
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access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction, access_atmospherics)
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minimal_access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction)
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@@ -96,6 +97,7 @@
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spawn_positions = 2
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supervisors = "the chief engineer"
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selection_color = "#5B4D20"
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idtype = /obj/item/weapon/card/id/engineering
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economic_modifier = 5
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access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction, access_atmospherics, access_external_airlocks)
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minimal_access = list(access_eva, access_engine, access_atmospherics, access_maint_tunnels, access_emergency_storage, access_construction, access_external_airlocks)
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@@ -9,7 +9,7 @@
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spawn_positions = 1
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supervisors = "the captain"
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selection_color = "#026865"
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idtype = /obj/item/weapon/card/id/silver
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idtype = /obj/item/weapon/card/id/medical/head
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req_admin_notify = 1
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economic_modifier = 10
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access = list(access_medical, access_medical_equip, access_morgue, access_genetics, access_heads,
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@@ -48,6 +48,7 @@
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spawn_positions = 3
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supervisors = "the chief medical officer"
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selection_color = "#013D3B"
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idtype = /obj/item/weapon/card/id/medical
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economic_modifier = 7
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access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics, access_eva)
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minimal_access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_virology, access_eva)
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@@ -109,6 +110,7 @@
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spawn_positions = 2
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supervisors = "the chief medical officer"
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selection_color = "#013D3B"
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idtype = /obj/item/weapon/card/id/medical
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economic_modifier = 5
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access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics)
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minimal_access = list(access_medical, access_medical_equip, access_chemistry)
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@@ -170,6 +172,7 @@
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economic_modifier = 5
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supervisors = "the chief medical officer"
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selection_color = "#013D3B"
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idtype = /obj/item/weapon/card/id/medical
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access = list(access_medical, access_medical_equip, access_morgue, access_psychiatrist)
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minimal_access = list(access_medical, access_medical_equip, access_psychiatrist)
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alt_titles = list("Psychologist")
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@@ -202,6 +205,7 @@
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spawn_positions = 2
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supervisors = "the chief medical officer"
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selection_color = "#013D3B"
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idtype = /obj/item/weapon/card/id/medical
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economic_modifier = 4
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access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_eva, access_maint_tunnels, access_external_airlocks, access_psychiatrist)
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minimal_access = list(access_medical, access_medical_equip, access_morgue, access_eva, access_maint_tunnels, access_external_airlocks)
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@@ -9,7 +9,7 @@
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spawn_positions = 1
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supervisors = "the captain"
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selection_color = "#AD6BAD"
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idtype = /obj/item/weapon/card/id/silver
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idtype = /obj/item/weapon/card/id/science/head
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req_admin_notify = 1
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economic_modifier = 15
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access = list(access_rd, access_heads, access_tox, access_genetics, access_morgue,
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@@ -51,6 +51,7 @@
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spawn_positions = 3
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supervisors = "the research director"
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selection_color = "#633D63"
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idtype = /obj/item/weapon/card/id/science
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economic_modifier = 7
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access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology, access_xenoarch)
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minimal_access = list(access_tox, access_tox_storage, access_research, access_xenoarch)
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@@ -81,6 +82,7 @@
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spawn_positions = 2
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supervisors = "the research director"
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selection_color = "#633D63"
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idtype = /obj/item/weapon/card/id/science
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economic_modifier = 7
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access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology, access_hydroponics)
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minimal_access = list(access_research, access_xenobiology, access_hydroponics, access_tox_storage)
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@@ -111,6 +113,7 @@
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spawn_positions = 2
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supervisors = "research director"
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selection_color = "#633D63"
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idtype = /obj/item/weapon/card/id/science
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economic_modifier = 5
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access = list(access_robotics, access_tox, access_tox_storage, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
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minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
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@@ -9,7 +9,7 @@
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spawn_positions = 1
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supervisors = "the captain"
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selection_color = "#8E2929"
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idtype = /obj/item/weapon/card/id/silver
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idtype = /obj/item/weapon/card/id/security/head
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req_admin_notify = 1
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economic_modifier = 10
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access = list(access_security, access_eva, access_sec_doors, access_brig, access_armory,
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@@ -56,6 +56,7 @@
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spawn_positions = 1
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supervisors = "the head of security"
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selection_color = "#601C1C"
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idtype = /obj/item/weapon/card/id/security
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economic_modifier = 5
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access = list(access_security, access_eva, access_sec_doors, access_brig, access_armory, access_maint_tunnels, access_morgue, access_external_airlocks)
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minimal_access = list(access_security, access_eva, access_sec_doors, access_brig, access_armory, access_maint_tunnels, access_external_airlocks)
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@@ -93,6 +94,7 @@
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spawn_positions = 2
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supervisors = "the head of security"
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selection_color = "#601C1C"
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idtype = /obj/item/weapon/card/id/security
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alt_titles = list("Forensic Technician","Investigator")
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access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
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minimal_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
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@@ -135,6 +137,7 @@
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spawn_positions = 4
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supervisors = "the head of security"
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selection_color = "#601C1C"
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idtype = /obj/item/weapon/card/id/security
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alt_titles = list("Junior Officer")
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economic_modifier = 4
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access = list(access_security, access_eva, access_sec_doors, access_brig, access_maint_tunnels, access_morgue, access_external_airlocks)
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@@ -117,6 +117,9 @@
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var/icon/front
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var/icon/side
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var/primary_color = rgb(0,0,0) // Obtained by eyedroppering the stripe in the middle of the card
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var/secondary_color = rgb(0,0,0) // Likewise for the oval in the top-left corner
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//alt titles are handled a bit weirdly in order to unobtrusively integrate into existing ID system
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var/assignment = null //can be alt title or the actual job
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var/rank = null //actual job
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@@ -262,3 +265,88 @@
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/obj/item/weapon/card/id/centcom/ERT/New()
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..()
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access |= get_all_station_access()
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// Department-flavor IDs
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/obj/item/weapon/card/id/medical
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name = "identification card"
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desc = "A card issued to station medical staff."
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icon_state = "med"
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primary_color = rgb(189,237,237)
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secondary_color = rgb(223,255,255)
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/obj/item/weapon/card/id/medical/head
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name = "identification card"
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desc = "A card which represents care and compassion."
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icon_state = "medGold"
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primary_color = rgb(189,237,237)
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secondary_color = rgb(255,223,127)
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/obj/item/weapon/card/id/security
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name = "identification card"
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desc = "A card issued to station security staff."
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icon_state = "sec"
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primary_color = rgb(189,47,0)
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secondary_color = rgb(223,127,95)
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/obj/item/weapon/card/id/security/head
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name = "identification card"
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desc = "A card which represents honor and protection."
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icon_state = "secGold"
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primary_color = rgb(189,47,0)
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secondary_color = rgb(255,223,127)
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/obj/item/weapon/card/id/engineering
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name = "identification card"
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desc = "A card issued to station engineering staff."
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icon_state = "eng"
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primary_color = rgb(189,94,0)
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secondary_color = rgb(223,159,95)
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/obj/item/weapon/card/id/engineering/head
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name = "identification card"
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desc = "A card which represents creativity and ingenuity."
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icon_state = "engGold"
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primary_color = rgb(189,94,0)
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secondary_color = rgb(255,223,127)
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/obj/item/weapon/card/id/science
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name = "identification card"
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desc = "A card issued to station science staff."
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icon_state = "sci"
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primary_color = rgb(142,47,142)
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secondary_color = rgb(191,127,191)
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/obj/item/weapon/card/id/science/head
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name = "identification card"
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desc = "A card which represents knowledge and reasoning."
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icon_state = "sciGold"
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primary_color = rgb(142,47,142)
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secondary_color = rgb(255,223,127)
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/obj/item/weapon/card/id/cargo
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name = "identification card"
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desc = "A card issued to station cargo staff."
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icon_state = "car"
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primary_color = rgb(142,94,0)
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secondary_color = rgb(191,159,95)
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/obj/item/weapon/card/id/cargo/head
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name = "identification card"
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desc = "A card which represents service and planning."
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icon_state = "carGold"
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primary_color = rgb(142,94,0)
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secondary_color = rgb(255,223,127)
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/obj/item/weapon/card/id/civilian
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name = "identification card"
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desc = "A card issued to station civilian staff."
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icon_state = "civ"
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primary_color = rgb(0,94,142)
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secondary_color = rgb(95,159,191)
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/obj/item/weapon/card/id/civilian/head //This is not the HoP. There's no position that uses this right now.
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name = "identification card"
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desc = "A card which represents common sense and responsibility."
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icon_state = "civGold"
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primary_color = rgb(0,94,142)
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secondary_color = rgb(255,223,127)
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@@ -2,6 +2,7 @@
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name = "wallet"
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desc = "It can hold a few small and personal things."
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storage_slots = 10
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icon = 'icons/obj/wallet.dmi'
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icon_state = "wallet"
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w_class = 2
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can_hold = list(
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@@ -45,23 +46,59 @@
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update_icon()
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/obj/item/weapon/storage/wallet/update_icon()
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if(front_id)
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switch(front_id.icon_state)
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if("id")
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icon_state = "walletid"
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if("id") //The plain assistant ID
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var/icon/new_wallet = new/icon("icon" = initial(icon), "icon_state" = initial(icon_state))
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var/icon/id_overlay = new/icon("icon" = initial(icon), "icon_state" = "wallet_id")
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new_wallet.Blend(id_overlay, ICON_OVERLAY)
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del id_overlay
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icon = new_wallet
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return
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if("silver")
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icon_state = "walletid_silver"
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return
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if("gold")
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icon_state = "walletid_gold"
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return
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if("centcom")
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icon_state = "walletid_centcom"
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return
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icon_state = "wallet"
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if("silver") //HoP's ID has a special overlay.
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var/icon/new_wallet = new/icon("icon" = initial(icon), "icon_state" = initial(icon_state))
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var/icon/id_overlay = new/icon("icon" = initial(icon), "icon_state" = "wallet_idsilver")
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new_wallet.Blend(id_overlay, ICON_OVERLAY)
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del id_overlay
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icon = new_wallet
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if("gold") //Captain's ID has a special overlay.
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var/icon/new_wallet = new/icon("icon" = initial(icon), "icon_state" = initial(icon_state))
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var/icon/id_overlay = new/icon("icon" = initial(icon), "icon_state" = "wallet_idgold")
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new_wallet.Blend(id_overlay, ICON_OVERLAY)
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del id_overlay
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icon = new_wallet
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if("centcom") //Centcom ID has a special overlay.
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var/icon/new_wallet = new/icon("icon" = initial(icon), "icon_state" = initial(icon_state))
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var/icon/id_overlay = new/icon("icon" = initial(icon), "icon_state" = "wallet_idcentcom")
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new_wallet.Blend(id_overlay, ICON_OVERLAY)
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del id_overlay
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icon = new_wallet
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else //Doesn't match a special overlay type.
|
||||
if(front_id.primary_color && front_id.secondary_color) //Colored ID with stripe and oval colors (pri/sec).
|
||||
var/icon/new_wallet = new/icon("icon" = initial(icon), "icon_state" = initial(icon_state))
|
||||
var/icon/id_icon = new/icon("icon" = initial(icon), "icon_state" = "wallet_id")
|
||||
var/icon/pri_overlay = new/icon("icon" = initial(icon), "icon_state" = "wallet_idprimary")
|
||||
var/icon/sec_overlay = new/icon("icon" = initial(icon), "icon_state" = "wallet_idsecondary")
|
||||
|
||||
pri_overlay.Blend(front_id.primary_color, ICON_ADD)
|
||||
sec_overlay.Blend(front_id.secondary_color, ICON_ADD)
|
||||
|
||||
new_wallet.Blend(id_icon, ICON_OVERLAY)
|
||||
del id_icon
|
||||
new_wallet.Blend(pri_overlay, ICON_OVERLAY)
|
||||
del pri_overlay
|
||||
new_wallet.Blend(sec_overlay, ICON_OVERLAY)
|
||||
del sec_overlay
|
||||
|
||||
icon = new_wallet
|
||||
return
|
||||
|
||||
else //Dunno what to do. Resort to plain assistant ID.
|
||||
icon_state = initial(icon_state) + "id"
|
||||
return
|
||||
else
|
||||
icon = initial(icon)
|
||||
icon_state = initial(icon_state)
|
||||
|
||||
/obj/item/weapon/storage/wallet/GetID()
|
||||
return front_id
|
||||
@@ -73,7 +110,6 @@
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/weapon/storage/wallet/random/New()
|
||||
..()
|
||||
var/amount = rand(50, 100) + rand(50, 100) // Triangular distribution from 100 to 200
|
||||
@@ -85,4 +121,22 @@
|
||||
while(amount >= i)
|
||||
amount -= i
|
||||
SC.adjust_worth(i, 0)
|
||||
SC.update_icon()
|
||||
SC.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/wallet/grey
|
||||
icon_state = "greywallet"
|
||||
|
||||
/obj/item/weapon/storage/wallet/green
|
||||
icon_state = "greenwallet"
|
||||
|
||||
/obj/item/weapon/storage/wallet/purple
|
||||
icon_state = "purplewallet"
|
||||
|
||||
/obj/item/weapon/storage/wallet/red
|
||||
icon_state = "redwallet"
|
||||
|
||||
/obj/item/weapon/storage/wallet/blue
|
||||
icon_state = "bluewallet"
|
||||
|
||||
/obj/item/weapon/storage/wallet/white
|
||||
icon_state = "whitewallet"
|
||||
|
||||
@@ -29,9 +29,33 @@
|
||||
path = /obj/item/clothing/accessory/armband/science
|
||||
|
||||
/datum/gear/accessory/wallet
|
||||
display_name = "wallet"
|
||||
display_name = "wallet, orange"
|
||||
path = /obj/item/weapon/storage/wallet/random
|
||||
|
||||
/datum/gear/accessory/wallet_grey
|
||||
display_name = "wallet, grey"
|
||||
path = /obj/item/weapon/storage/wallet/grey
|
||||
|
||||
/datum/gear/accessory/wallet_green
|
||||
display_name = "wallet, green"
|
||||
path = /obj/item/weapon/storage/wallet/green
|
||||
|
||||
/datum/gear/accessory/wallet_purple
|
||||
display_name = "wallet, purple"
|
||||
path = /obj/item/weapon/storage/wallet/purple
|
||||
|
||||
/datum/gear/accessory/wallet_red
|
||||
display_name = "wallet, red"
|
||||
path = /obj/item/weapon/storage/wallet/red
|
||||
|
||||
/datum/gear/accessory/wallet_blue
|
||||
display_name = "wallet, blue"
|
||||
path = /obj/item/weapon/storage/wallet/blue
|
||||
|
||||
/datum/gear/accessory/wallet_white
|
||||
display_name = "wallet, white"
|
||||
path = /obj/item/weapon/storage/wallet/white
|
||||
|
||||
/datum/gear/accessory/holster
|
||||
display_name = "holster, armpit"
|
||||
path = /obj/item/clothing/accessory/holster/armpit
|
||||
|
||||
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Reference in New Issue
Block a user