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More Loadout Items Wave 1 #425
More Loadout Items Wave 1 #425
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By intentional design, the Slime nitrogen tanks are 1 point cheaper than oxygen tanks. They are discounted by the cost a human would have had to pay to start with a spare emergency oxygen tank. This is meant to reimburse them for the obnoxious fact that they start with an emergency oxygen tank in their survival box. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: VMSolidus <[email protected]>
I have significantly increased the number of existing categories, as well as moved things around, and added more items to fit said categories. I think for a lot of things, any items listed as "exclusive: true" should probably be discounted if they're a job related item that is replacing something you already start with. Such as for example, the option for Security to start with security webbing instead of a belt(I had to add a FILLED webbing just for this purpose). Also fun fact, the "Insulated gloves" that are for assistant only, are actually budget insuls. By popular request, assistants can now gamble loadout points on killing themselves with the budget roulette. |
How the hell has this not already been merged? |
uhhhhhhhhhhhhhhhhh |
Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: VMSolidus <[email protected]>
…us/Einstein-Engines into Additional-Loadout-Items
@DEATHB4DEFEAT Done. |
Description
The original release of Loadouts to EE did not have much in the way of actual implementation as far as the item list was concerned. This PR seeks to get a head start at fixing that by implementing a fairly sizeable chunk of new items that can be bought with loadout points.
One important addition is the use of "non-clothing-job-related items", which helps further set this version of Loadouts apart from the /tg/ style of loadouts implemented elsewhere. One of the key strengths of this loadout system is that it's not limited to just replacing a job's clothing selections, but can also add items unrelated to clothing. My given example for this is the new option for Security characters(provided they have sufficient number of hours as a Security Officer) can spend roughly half their loadout points to start with a spare magazine for their handgun.
Secondly, we also now have an opportunity to place non-nanotrasen corporate items in the game, in such a way that players can tie their characters to other corporations. Ostensibly this is to build up to the idea of "Contractor" characters. I hope that this will help broaden people's horizons.
On "Syndie" items
I'd like to take this as an opportunity to kind of push people away from the whole thing of "THATS A SYNDICATE ITEM!!!!" wherever possible. For the most part this is very much NRP behavior that I'd like to discourage. With some notable exceptions, this doesn't mean outright antag items should be obtainable through Loadouts. To that end, items such as Interdyne branded smokes, Cybersun branded clothing, and other items with "In-Universe Company Brands" should be moved away from their identity as strictly antag objects, and instead things characters could reasonably have bought with their paycheck.
Technical Changes
I had to make some improvements to the way Loadouts handles species, namely it wasn't previously possible to have an item require any entry from a list of species. I updated it so that SpeciesRequirement takes a list of Species, and will accept any entry from that list. My given example for this is the entries for Nitrogen air tanks, which can only be purchased in loadouts by SlimePersons and Vox(who are not currently playable, but I am accounting for them). Other usage of this is in the Oni-specific Security items. I do hope to use this as an opportunity to introduce more species-specific goods in the future.
Media
Outerwear
More job-related selections available to some departments
More variety of trinkets and items, including instruments!
Species Specific Items!
Changelog
🆑 VMSolidus