From 830e002a27b7b4115815e450b8506832cb403a02 Mon Sep 17 00:00:00 2001 From: QuickLode <63271983+QuickLode@users.noreply.github.com> Date: Tue, 7 Nov 2023 03:22:07 -0800 Subject: [PATCH] Adds a Colony Synthetic variant, with bug fixes (#4760) # About the pull request 1. should fix fax machine problem(thx forest) 2. gives trucker synth the frontier jumpsuit(Thwomplert) 3. adds Freelancer Synthetic. This Synth is one that was bought off a civi market and reprogrammed, or stolen and reprogrammed, or hacked, You get the point - its going with a band of freelancers. The idea behind it is that this synth's team is dead and they are just programmed as a merc for pay - hoping to someday find their boss boss and give the money as set up. I always thought about this one for a long time and decided to put him in the civilian category, where its hard to roll and also gives you freedom to choose your allegiance. In this case I hope that a freelancer synthetic will open up unique avenue of RP and allegiance. I've only explored it once ingame, but it was very good for RP! Hopefully people can recreate this success. was hard to make this guy look cool and I also wasn't sure on what his loadout would be. I ended up giving him random generic stuff while looking like a beat up freelancer(missing the armor especially hurt his look, since thats the largest piece of a freelancer - the curiass, but I don't want to give armor for balance reasons) and no beret because its for a SL only. as usual, if a synth wants to change RP avenues and don different clothes for different RP, no one would know the difference # Explain why it's good for the game 1. bug bad 2. a beat up UA laborer that so happens to be synthetic. you wouldn't expect it because there's so many similar looking people! exactly the job of a synth - to blend in. 3. Freelancer colony synth hopefully will open up a unique avenue of RP. If they don't want to they can always ditch it - but its on a relatively rare and uncommon roll anyways. # Testing Photographs and Procedure
[Screenshots & Videos](https://cdn.discordapp.com/attachments/490668342357786645/1166307813719556187/image.png?ex=654a03cb&is=65378ecb&hm=7108218bbaab61c78c0bedcecbfdcc07bdf9db87a3fefe9fb94b28d3430cc815&) Put screenshots and videos here with an empty line between the screenshots and the `
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# Changelog :cl: add: adds another Colony Synthetic variant, changes up some existing ones(trucker,CMB) fix: fixes a small problem with WY-Colony Synthetic access(thx forest), adds WY subtype of Synthetics for admin building/faxes fix: fixes problems with organic spawning ferret industries Trucker Synthetic /:cl: --- code/datums/map_config.dm | 8 +++-- code/modules/clothing/under/marine_uniform.dm | 2 +- code/modules/gear_presets/synths.dm | 30 ++++++++++++++++--- 3 files changed, 32 insertions(+), 8 deletions(-) diff --git a/code/datums/map_config.dm b/code/datums/map_config.dm index 1f3c265ead76..3bf5c601cec9 100644 --- a/code/datums/map_config.dm +++ b/code/datums/map_config.dm @@ -87,12 +87,14 @@ /datum/equipment_preset/synth/survivor/janitor_synth, /datum/equipment_preset/synth/survivor/chef_synth, /datum/equipment_preset/synth/survivor/teacher_synth, + /datum/equipment_preset/synth/survivor/freelancer_synth, + /datum/equipment_preset/synth/survivor/trucker_synth, /datum/equipment_preset/synth/survivor/bartender_synth, /datum/equipment_preset/synth/survivor/detective_synth, /datum/equipment_preset/synth/survivor/cmb_synth, - /datum/equipment_preset/synth/survivor/security_synth, - /datum/equipment_preset/synth/survivor/protection_synth, - /datum/equipment_preset/synth/survivor/corporate_synth, + /datum/equipment_preset/synth/survivor/wy/security_synth, + /datum/equipment_preset/synth/survivor/wy/protection_synth, + /datum/equipment_preset/synth/survivor/wy/corporate_synth, /datum/equipment_preset/synth/survivor/radiation_synth, ) diff --git a/code/modules/clothing/under/marine_uniform.dm b/code/modules/clothing/under/marine_uniform.dm index 59cc02b12577..847652636e75 100644 --- a/code/modules/clothing/under/marine_uniform.dm +++ b/code/modules/clothing/under/marine_uniform.dm @@ -581,7 +581,7 @@ worn_state = "freelancer_uniform" min_cold_protection_temperature = ICE_PLANET_MIN_COLD_PROT has_sensor = UNIFORM_NO_SENSORS - suit_restricted = list(/obj/item/clothing/suit/storage/marine/faction/freelancer) + suit_restricted = list(/obj/item/clothing/suit/storage/marine/faction/freelancer, /obj/item/clothing/suit/storage/webbing, /obj/item/clothing/suit/storage/utility_vest) //=========================//Dutch Dozen\\================================\\ diff --git a/code/modules/gear_presets/synths.dm b/code/modules/gear_presets/synths.dm index be0efb1bccaa..9ac7950b7246 100644 --- a/code/modules/gear_presets/synths.dm +++ b/code/modules/gear_presets/synths.dm @@ -147,6 +147,10 @@ . = ..() access = get_access(ACCESS_LIST_WY_PMC) +/datum/equipment_preset/synth/survivor/wy/New() + . = ..() + access = get_access(ACCESS_LIST_COLONIAL_ALL) + get_region_accesses(2) + get_region_accesses(4) + ACCESS_MARINE_RESEARCH + ACCESS_WY_GENERAL // for WY synths - admin building and wy fax machines access + /datum/equipment_preset/synth/survivor/load_gear(mob/living/carbon/human/new_human) for(var/equipment in equipment_to_spawn) var/equipment_path = islist(equipment_to_spawn[equipment]) ? pick(equipment_to_spawn[equipment]) : equipment_to_spawn[equipment] @@ -300,11 +304,28 @@ WEAR_L_HAND = /obj/item/storage/large_holster/machete/full ) +/datum/equipment_preset/synth/survivor/freelancer_synth + name = "Survivor - Synthetic - Freelancer Synth" + equipment_to_spawn = list( + WEAR_HEAD = /obj/item/clothing/head/welding, + WEAR_FACE = /obj/item/clothing/mask/rebreather/scarf, + WEAR_BODY = /obj/item/clothing/under/marine/veteran/freelancer, + WEAR_BACK = /obj/item/storage/backpack/lightpack, + WEAR_IN_BACK = /obj/item/tool/weldpack/minitank, + WEAR_JACKET = /obj/item/clothing/suit/storage/utility_vest, + WEAR_IN_JACKET = /obj/item/explosive/grenade/smokebomb, + WEAR_WAIST = /obj/item/storage/belt/marine, + WEAR_HANDS = /obj/item/clothing/gloves/marine/veteran, + WEAR_R_HAND = /obj/item/storage/pouch/flare/full, + WEAR_FEET = /obj/item/clothing/shoes/marine/upp, + WEAR_L_HAND = /obj/item/storage/large_holster/katana/full + ) + /datum/equipment_preset/synth/survivor/trucker_synth name = "Survivor - Synthetic - Trucker Synth" equipment_to_spawn = list( WEAR_HEAD = /obj/item/clothing/head/soft/ferret, - WEAR_BODY = /obj/item/clothing/under/colonist, + WEAR_BODY = /obj/item/clothing/under/rank/synthetic/frontier, WEAR_BACK = /obj/item/storage/backpack/satchel/norm, WEAR_IN_BACK = /obj/item/pamphlet/skill/powerloader, WEAR_R_HAND = /obj/item/tool/weldingtool/hugetank, @@ -359,6 +380,7 @@ WEAR_L_EAR = /obj/item/device/radio/headset/distress/CMB/limited, WEAR_EYES = /obj/item/clothing/glasses/sunglasses/sechud, WEAR_BODY = /obj/item/clothing/under/CM_uniform, + WEAR_ACCESSORY = /obj/item/clothing/accessory/holobadge/cord, WEAR_BACK = /obj/item/storage/backpack/satchel/sec, WEAR_IN_BACK = /obj/item/device/camera, WEAR_IN_BACK = /obj/item/device/taperecorder, @@ -373,7 +395,7 @@ survivor_variant = SECURITY_SURVIVOR -/datum/equipment_preset/synth/survivor/security_synth +/datum/equipment_preset/synth/survivor/wy/security_synth name = "Survivor - Synthetic - Corporate Security Synth" idtype = /obj/item/card/id/silver/cl role_comm_title = "WY Syn" @@ -394,7 +416,7 @@ survivor_variant = SECURITY_SURVIVOR -/datum/equipment_preset/synth/survivor/protection_synth +/datum/equipment_preset/synth/survivor/wy/protection_synth name = "Survivor - Synthetic - Corporate Protection Synth" idtype = /obj/item/card/id/pmc role_comm_title = "WY Syn" @@ -418,7 +440,7 @@ survivor_variant = SECURITY_SURVIVOR -/datum/equipment_preset/synth/survivor/corporate_synth +/datum/equipment_preset/synth/survivor/wy/corporate_synth name = "Survivor - Synthetic - Corporate Clerical Synth" idtype = /obj/item/card/id/data role_comm_title = "WY Syn"