* 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
*Actually 2 types: one structure (unfolded), one weapon (carried)
*When in carried mode, has a verb to unfold and fill a up to 3x3 area
*Filling is blocked by Dense objects, except for tables.
*Tables follow a special logic: if center turf is a table, acceptable. Otherwise no
*However, if center turf is a table, we no longer accept tableless turfs
*If on table, we set layer just over table. Otherwise, we set it below all objs incl hiding ones
*Also adds a mapper variant that calls fold_out() on unfold() on init
*Mapper variant can be set to be unfoldable
*Creates codersprites for it all. It's "passable"
Minor Fixes
Found some errors while testing. Fixed.
Minor Fixes
Found some errors while reviewing code. Fixed.
Minor Fixes
Found some errors while reviewing sprites. Fixed.
Major Changes
New Cell Charger icon_update system
New Crap Device Cell
Removes Secborg power cell
Minor Fixes
Found some errors while reviewing code. Fixed.
Agent IDs dont give feedback when scanning access, since antags are Not Real. This should fix that with an edgecase, checking if you're the owner of the card, while also not breaking the intention of having the card's covert functions shown to everyone.