* Allows syringes and droppers to show their reagents when examined.
* rearranges my logic
* replaces SEMIOPENCONTAINER with TRANSPARENT
* Silly spelling error fix.
* Moves the defines from flags to container_type to avoid issues with conflicting flags
* changes it back to obj/item/O
* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.
Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.
All attack logging *should* happen AFTER damage is applied now.
Removed the confusing attack entry for when a changeling stings another changeling.
Tweaked how punch attack logs worked
Security treating gangs like revs has had a very negative impact on the experience of gang rounds. With an easy and convenient deconversion method, gangs are easily stomped as they rapidly run out of members to convert. So I'm going to try something different and see how things go if implants in gang mode acted as they are in cult.
- Implants can still prevent conversion, but can no longer deconvert or identify gangsters
- If a recruitment pen fails, the error message the gang boss receives will distinct loyalty implanted individuals from enemy gangsters.
[c9795d3] Writing and formatting tweaks
[65aae64] Tweaks to messages and notices, formatting, and cleanup. (+2 squashed commit)
Squashed commit:
[995a61b] I guess I should call them for what they are (9mm)
[0f04213] - tweak: "While attempting a Hostile Takeover, gangs do not gain influence. Instead, the takeover timer will be reduced by how many territories they control."
- tweak: "Tommy guns no longer deal stamina damage."
[202c743] Recruitment Pen cooldown is reduced by 10 seconds for every additional member your rival gang has over yours with a minimum of a 5 second cooldown
[c1a3af3] Pen cooldown = 2 minutes
Fixed gang dominators reporting the wrong time on examine() (+4 squashed commit)
Squashed commit:
[78c043e] Pen Cooldown returned to 60 seconds
Spray can cost halved to 5 influence
[4e65dff] - Capped outfits in stock to 10
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time) (+2 squashed commit)
Squashed commit:
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time) (+2 squashed commit)
Squashed commit:
[202c743] Recruitment Pen cooldown is reduced by 10 seconds for every additional member your rival gang has over yours with a minimum of a 5 second cooldown
[c1a3af3] Pen cooldown = 2 minutes
Fixed gang dominators reporting the wrong time on examine() (+4 squashed commit)
Squashed commit:
[78c043e] Pen Cooldown returned to 60 seconds
Spray can cost halved to 5 influence
[4e65dff] - Capped outfits in stock to 10
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time) (+2 squashed commit)
Squashed commit:
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time)
Some tweaks after getting some play tests done.
- Recruitment cooldown increased to 2 minutes
- Gangsters in game modes outside of Gang War cannot recall the shuttle
- Increased pen cooldown to (15*Gang size)+45 seconds
- Promotion cost now counts how many times you bought that item instead of how many bosses you have, so you can't stockpile on cheap gangtools before promoting anyone
- Gang mode changelog
- Recruitment doesn't cause an obvious seizure any more
- Removed reduced usage on territory spraycans
- Spraycans will notify you if the area you are spraying at is not a valid one for tagging
The coding isn't done yet, but the design is. So comment on the design while I smooth out the code.
tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over
NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY
- Gang bosses can spawn special spray cans that can be used to tag areas
- Any gang member can tag areas.
- Gang tags must be removed before another one is placed in the same area
- Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas
- Boss can promote gangers into his lieutenants, which basically means adding more bosses
- Lieutenants can do anything bosses can except promote others to lieutenant
NEW RECRUITMENT TOOL: PENS
- Recruitment pens replace flashes
- Looks exactly like a pen. Stab people to recruit them.
- Recruitment is silent but obvious to the perceptive (Causes a brief seizure)
- Cooldown between uses that gets longer as the gang gets larger
NEW TOOL: GANGTOOL
- Replaces the recaller device. Can still recall the shuttle.
- Provides overview information about the gang (membership size, income amount and time)
- Can spawn pistols and ammo
- Can spawn additional recruitment pens
- Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant)
NEW CURRENCY SYSTEM: NAME IS WIP
- Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)"
- Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get.
- Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.