This PR contains three outfits: a shortsleeve hoodie variant, a greyscaled version of the Flame Dress, and a greyscaled version of the Yellow Dress. All three can be recolored in the loadout or by the recolor machines on all maps.
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.
*Tweaks holobadge definition to have per-badge defined access rather than have it hardcoded into attackby
*Tweaks holobadge attackby logic to use the newly introduced var for checking access
*Using these, fixes IAA "Investigator" badge from not being usable by IAA
*Kept security access for them for now, as that was the initial implementation and I don't want to change that in a bugfix. However, I believe it may be worth updating the detective/investigator badges to instead check for access_forensics_equipment instead (thus limiting them to detectives and IAA)
* Adds new turf/simulated proc: climb_wall
* * Anyone can attempt this by standing next to wall
* * Untrained have chance to fall
* * Trained dont fall unless interrupted
* * Speed varies wildly depending on gear & skills
* * * Takes lowest climb_delay, multiplies 5 by it
* * * Depending on tresholds, may add 10/5 seconds on top (>1.25, >1.0)
* * Gear can enable even rookies to climb. Simplemobs cant use gear
* * Except scugs. They can specifically use their spears to climb, leaving it behind
* Adds new turf/simulated var: climbable
* * solidrock, /mineral/cave have climbable set to true
* Adds new turf/simulated logic for init, examine() and a yet-unused proc
* * proc toggle_climbability allows turning walls climbable. Useful for GMs!
* * Could also later implement a tool to turn walls climbable when used using it.
* Adds new mob/living vars, can_climb and climbing_delay
* * These are for handling silicons and simple mobs
* Adds new species vars, can_climb and climbing_delay
* * These are for human mobs
* climbing_delay defaults to 1.5
* * Tajara have it at 1.25
* * Vassalian have it at 1
* * Scugs got it at 2.0, reduced to 0.75 when using spear
* New traits: climber; climber, professional; climber, master
* * Cost 0, 1, 2 pts as positive trait respectively
* * Enable safe climbing, reduce delay to 1.25, 1.0 respectively
* moves rock_climber from shoes to items define
* Adds new item var, climbing_delay set at 1
The advantage brought by informing people around the user is significantly diminished by it being potentially spammy and distracting.
I'd initially added it as a "well, knowing if someone got sec/medhud on you is potentially important", but it's not really relevant for our own usecase.
Plus, you still got the examine panel so it's not nearly enough of a big deal to justify the visible emote
As requested by Gwen Beedell, who had commissioned them, I've added the striped dungarees and tiny tophat to the loadout.
I can easily restrict these to clown only if requested, and add them to lockers/vending machines.
Fixes the job based clothing of Altevians not having the minor stat buffs of their humanoid counterparts clothing options.
Hydroponics and Janitorial are the only other job suits that offer any bonuses, but Altevians don't have any specific special suits for those jobs; I can't fix what does not exist!
*Also adds a redefinition of examine()
*This redefinition gives information on examine if HUD should be ON/OFF
*The verb notifies nearby players through a visible_emote that you toggled your HUD