-
Notifications
You must be signed in to change notification settings - Fork 3.8k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
More loadout mastery items, starting glasses #35096
base: master
Are you sure you want to change the base?
Conversation
…HoP locker contents, move papercut gloves to HoP locker
Will add cl later and mark PR ready for review |
i think you should make command winter boots instead for head winter boot selection. |
Out of scope, someone else is gonna have to sprite them. |
Should be noted that over ears start in the commands respective lockers, would the idea be to remove them from those lockers and make them only wearable through this system? |
Test fail real. You've got a duplicate. |
- type: loadout | ||
id: HeadofSecurityrAltHeadset | ||
equipment: | ||
ears: ClothingHeadsetAltSecurity | ||
effects: | ||
- !type:GroupLoadoutEffect | ||
proto: MasterHoS | ||
|
||
- type: loadout | ||
id: HeadofSecurityrAltHeadset | ||
equipment: | ||
ears: ClothingHeadsetAltSecurity |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't have the time to review all of your files, but you should definitely identity your mastery loadout protos with a suffix like HeadofSecurityrAltHeadsetMastery
so you know it's the one that has the time constraint. It seems like you're confusing yourself and it's causing duplicate IDs like HeadofSecurityrAltHeadset
.
This will also make it much easier to change if we decide to add a real "mastery" headset that has a unique sprite, instead of making pre-existing items restricted to people with hours.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Deleted the duplicate IDs including for mantles, fixed a typo (removed a middle r from 'HeadofSecurityrAltHeadsetMastery' and 'HeadofSecurityrAltHeadset')
Also maybe? It's easy to remove the condition and then add a new loadout ID for mastery
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It would be easier for other contributors down the line if they change this if you did the loadouts how I suggested.
Maybe, should be fine to leave them in as spares. |
- !type:GroupLoadoutEffect | ||
proto: MasterRD | ||
|
||
- type: loadout |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
You got a duplicate here and in 63 line. As Roomba said, it will be cool if you will add unique headsets for mastery instead of cloning existing.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
See reply to other review #35096 (comment)
Test fail is real but I simply copied the way the mantles are unlocked, which have their own duplicate IDs that don't cause fails |
I get the drip but can we remove the timegate for over-ear headsets? I really don't see the reason for removing it from the locker and it's literally. like 10 pixels. |
Over-ear headsets are currently still available in the lockers, I haven't touched lockers aside from papercut-proof gloves |
Ah, no, sorry if I was unclear before. Those |
Then what's the point behind timegating the over-ears if they're just spares in heads lockers? |
This reverts commit b13ffeb.
…dout IDs, replaced over-ear with normal headset in lockers, fixed HoS having headset without command comms
About the PR
Adds lace-up shoes loadout option for all command staff
Adds winter boots loadout option for Captain, Head of Personnel
Adds normal and over-ear headset loadout options for all command; latter unlocked upon mastery (50 hours, same time as command mantles)
Adds normal and mining headset loadout options, mining cloak loadout option for Salvage Specialist; mining headset and cloak unlocked upon mastery (50 hours)
Adds starting medical hud to Medical Doctor, Paramedic, and Chief Medical Officer; replaced Glasses option with Medical HUD option (medical hud, medical hud eyepatch)
Adds starting Administration Glasses to Captain, Administration HUD to Head of Personnel
Transfers papercut-proof gloves from starting HoP loadout to their locker
Why / Balance
I want drip
Lace-up shoes are a cool formal option to denote command members.
Captain and HoP were missing winter boots. They currently use passenger winter boots as placeholders until someone sprites command winter boots.
Alternate headsets (over-head and mining) are rarely seen and I thought they would be good unlocks for mastery.
Starting with eye wear doesn't save much time but brings the HoP and doctors up to parity with other jobs that start with them.
Captains still wore sunglasses despite administration glasses being available in their locker, thus they now begin with them.
Moved the papercut-proof gloves to the locker so the position can be filled with full gear upon hiring a new HoP.
Technical details
yml changes only
Media
Captain
HoP
CE
CMO
HoS
QM
RD
Salvage Specialist
Medical Doctor, Paramedic
Requirements
Breaking changes
N/A
Changelog
🆑