Makes another set of config options for which rounds types, if any, use the midround antagonist (mulligan) system. Keep in mind this is by definition a subset of round with continuous set. Again this feature is only present for the roundtypes where I KNOW it works properly, other modes can't use midround antags.
The check antagonist screen will show how the game will behave when all the antagonists die, and it can be changed on the fly by admins, the four possible states are:
End on antagonist death (noncontinuous rounds)
Continue if antagonists die (unsupported continuous by default round)
Continue if antagonists die, creating replacement antagonists (continuous, using midround antags)
Continue if antagonists die, not creating new antagonists (continuous, not using midround antags)
When rounds prepare to mulligan admins will additionally get the option to just keep the round going without any automatically created antags in case they want to run their own shinanagans instead. They can also as before choose to end the round.
I'm going on vacation soon so I thought I might as well bring this game mode back up to at least a minimally functional state before I go.
A lot of features (Gang membership visibility, conversion pens, weapons, deconversion methods) have been stripped out for now. I gave gang bosses uplinks in the meantime.
It's basically rev vs rev right now, but the victory conditions with the recallers are still there. I'll work on adding more stuff after I return from my vacation.
Panic bunker! Uses the power of the database to reject new ckeys that have never connected to the server(s) before.
Admins are exempt, even while deadmin'ed, but they are also unlikely to be new ckeys except in rare cases that involve vv fuckary.
New player notification is now configurable.
Adds a optional default disabled irc notification of a players first time connecting.
EXTENDED
TRAITOR
CHANGELING
DOUBLE AGENTS
TRAITORLING
based on the game probabilities set through the config.
The round will not convert if more than 30% of the players are dead (round immediatly ends) or if the shuttle is beyond the point of no return (the round ends normally).
Adds the CONTINIOUS_ROUND_BLOB config
There are three "levels" of popcaps, and you can use them in any assortment you like:
The "soft" cap produces a message on join, and takes no action.
The "hard" cap disallows joining whilst too many other people are alive and playing in game, but allows observing.
The "extreme" cap prevents people from joining the server at all while the cap is exceeded. It won't kick out people who failed to qualify during roundstart, but if they leave they won't be able to get back in.
In each case a customizable message config option has been given. Admins are also immune to most population caps (they still are hit by the ones in job shuffling, but can late join as normal afterwards)
- Added a new config option MINIMAL_ACCESS_THRESHOLD that can be used to automatically give players more access during low-pop rounds.
- If the number of players is below this threshold, expanded access will be used and security and assistants will have maintenance access.
- If the number of players exceeds the threshold, minimal access will be used and security and assistants will not have maintenance access.
- Setting the threshold to 0 will disable this function, and server ops can set the state of round-start access manually
12x syringe
10x styptic patch
10x silver sulf patch
4x charcoal bottle
4x epinephrine bottle
4x morphine bottle
4x diphen bottle
3x potassium iodide bottle
5x salglu bottle
3x atropine bottle
6x spaceacillin syringe
10x calomel syringe
10x salbu pill
10x mannitol pill
5x mutadone pill
4x health analyzer
2x crew monitor
CONTRABAND:
all of the same except with 3 bottles of toxin
the two types of wallmed have been combined into one wallmed, which contains all of the above except halved. in instances where the number was odd, the higher of the two numbers was taken.
medical closet has been stocked with a lot of new stuff.
2x beakers
2x droppers
1x medical belt
1x syringe box
1x toxin bottle
2x morphine bottles
3x epi bottles
3x charcoal bottles
1x rxglasses box
this, of course, 3 new pills and 3 new bottles in code so they could be in the nanomed.
gives genetics a bottle of mutadone pills on box and eff3 and puts a public bottle of epinephrine on the medbay desk. adds a single syringe to boxstation's medical storage.
medkits now have some new equipment.
normal
2x styptic patch
2x sulf patch
1x salicyclic pill
1x health analyzer
fire
4x silver sulf patches
1x health analyzer
1x epipen
1x salicyclic pill
toxin is unchanged
oxygen
4x salbu pills
2x epipen
1x health analyzer
all maps and z levels are updated for this.
renames styptic patch to brute patch and silver sulf patch to burn patch. renames charcoal bottle to antitoxin bottle
adds myself to admins.txt