Added 10 new wolftaur mobs, including 5 different colours with a nude and clothing version of each. They are retaliate mobs that are hard to escape from once they eat you and digest quickly.
They also spawn in a random size from 1 to 1.4, even if it makes the sprites a bit wonky sometimes. The default /wolftaur mob spawns one of 9 of the icon states, but each can also be spawned individually without randomisation.
Also adds unique factions to catgirls, lamias and cookiegirls, so that if they are spawned by the retaliate spawner, they can be provoked into eating you. This is I believe the intended behaviour with the retaliate spawner, I can remove it if not. They will still be safe if they are in their default passive forms.
Revises the OOC notes panel a bit, and removes the OOC notes panel from character setup, in favor of just adding buttons to set the likes and dislikes there, rather than maintaining two different versions of the panel.
Additionally, adds a 'print to chat' button to the panel, and to examine for the OOC notes.
Changes the way the window is sent to the client so that it behaves more like character setup. This should mitigate edge cases where the panel appears off screen when SS13 is not being displayed on the primary monitor. It SHOULD also remember its position between sessions. Either way it should stay on your screen now.
Also, for the print to chat, character directory, and any OOC notes panel that isn't yours, the LIKES and DISLIKES sections will show up conditionally depending on if they are actually set up. If there's nothing there, then they won't show up.
This is presently an imperfect revision, as it only allows you to have one OOC notes panel open at a time. I would like you to be able to have more than one at a time, while also having the features to allow it to always appear on the screen, however, that will take some extra development time.
Apart from that, this is fully functional.
Changes mentions of nitrogen to phoron in SM manual.
Also updates relevant numbers (expected shots of 12-16)
Expands data enabled by new features: how many moles in a canister, how to check.
Expands data on SM behaviour by mentioning EPR, gives safe window.
Adds a new redgate map: Hotsprings! It's a large snowy map, most of which is a fairly empty snowfield. However, there are a few buildings dotted around, and in the top corner, there are some cosy hotsprings to enjoy. There are few fun hidden things to find too, along with some toys. Be warned, the place is pretty cold.
Also adds warm rocks! These are just simple rocks that do not allow atmos to pass through, like a atmos retention field. They're basically just for mapping to separate warm areas from cold ones without atmos messing it up, and they're used here to make the hotsprings work.
Also, just a warning, this removes the commenting out of the other redgate maps from the stellar delight defines file, bringing them all back into rotation. I assume this will be happening when this map is merged, so I thought it'd be easier to just do it here.
- Merges Personal, Vis and Aud checks into a single var
- Removes excessive isObserver check
- Permits removing other staff's stuff with an explicit confirmation and request to ask them first
- Removes Invisibility = 100 setting from new()
- Adds check for potential null responses
- Clarifies comment in type definition.
- Adds a new verb to staff with FUN permissions under the eventkit tab
- name: "Manage Event Triggers"
- Permits creating "Notification" and "Narration" landmarks
- Permits deleting/teleporting to self-created landmarks at any time
- Permits deleting other staff's landmarks if DC'd/Inactive
- Permits teleporting to other staff's landmarks at any time
(the landmark management buttons I couldn't implement without code repetition due to managing others' landmarks needing (imo) admin logging)
- Adds new landmark subtype: event_trigger
- Handles notification of staff/team depending on options
- May autodelete if requested
- Makes a loud bwoink at the creator if requested
- Is triggered by the base DM proc /Crossed(var/atom/movable/AM)
- Ghosts and NPCs don't trigger it.
- Adds a subtype of event_trigger, auto_narrate
- Adds functionality to automatically print a normal/red message to player entering the turf with the landmark.
- Alternatively, allows creating a visible/audible message when the turf is triggered
- Inherits all behaviours of event_trigger otherwise
-Adds new global list, "event_triggers"
- It is an associative list of key:list(element1,element2,element3) form
- key is the staffmember's ckey, elements are references to event_trigger landmarks they created
Applies cooldown to the 'use item on self' button, and makes the 'you don't have an item' text a little more informative.
Also re-renames 'Custom Subtle' back to 'Subtle (Custom)', I didn't test this originally because I thought my pants were really big, and turns out that doing this just makes it first in the list for subtles, which is WORSE! I'm not sure what to rename it, so! Let's just put it back.
Also touches up simple mobs and mouse holes so that simple mobs (such as mice) can click on mouse holes to interact with them! Turns out mice couldn't properly use mouse holes, and that seems like a shame! This is fixed now. Incidentally, borgs can also use mouse holes now.
This is implemented to act as drops by combat drone enemies in the "phoron tanker" POI. I am commiting separately as this is the generalized form to be re-used and distinct enough from mapping.
This variant should not be seen by players. Either view-variable edit examine_canalyzer/multitool/canalyzer_printed or edit in mapmaker or define it in code thru a subtype
If making it spawn from a mob, you'll need to make a subtype. When defining a subtype, New() can be used for dynamic naming like use of drone_name in examine stuff.