Adds new interface element to the "Mobspawner"
- AI Settings Section (besides position settings)
- - Button to toggle custom/default AI values
- - Button to select predefined AI types
- - Button to sanitized text input ANY faction
- - Button to select predefined attack intents
- - All above buttons default to the mob's type definition, unless unsafe, then they instead use hardcoded defaults
- In mob/living init, makes sure there is no pre-existing ai_holder before calling its init
- In the initialize_ai_holder, double checks if we got a pre-existing ai_holder and properly GCs it if so
- Furthermore, checks if the ai_holder_type was valid by checking if ai_holder is null, if so - logs a debug message and returns.
- 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 button to the dropdown of "View Variables" for mobs that works for subtypes of mob/living.
This new button automates setting a new ai type for a mob, making sure it's properly garbage collected and then simplifies setting faction, intent and ensures carbon mobs wake up.
Moves the logic for initializing an ai_holder from mob/living/Initialize() into its own proc, replacing the original code with a call of this proc.
Functionally, nothing has been changed. However, this enables ai reinitialization for gms
Replaces all direct references held in the /datum with WEAKREF(atom). This should reduce potential lag impacts from stuff getting blown up or dying or becoming invalid.
- Adds "ALT MMB" under "AI MODE" in buildmode to bring up add_mob_for_narration verb
- Updates Hint with new information
- Fixes bad hint for wander toggle (Shift-> CTRL for NOT wander)
- 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
This changes the sound that plays when a player connects for the first time or has a byond account made within the last two days. The new sound is a more subtle and pleasant ping, far less annoying and intrusive.
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.
Added a recolourable flannel jacket. I have managed to make the whites light enough to show any colour whilst keeping the gradiants and the blacks.
It is a separate option to the other recolourable jackets, as I couldn't figure out the way to add it as a weak to the list without making the others recolourable too. I think that's just a limitation of the loadout system, as all other recolourable things seem to work the same way.
It's a giant bow, you can equip it on your head or on your ear
I made this mostly as a fluff item for me, because of my character's ears, but I included a public version that anyone can use!