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Signal-Skill-Cape update! *BzZzZT* #12311
Signal-Skill-Cape update! *BzZzZT* #12311
Conversation
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if you're gonna animate one of them you'll have to animate all of them, people grind just as hard on other jobs why should a specific one be better than all the other ones |
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I think the icon looks awesome, much better than the headset it was prior However, I'm with Tattax on this one - the animation is a little over the top for just one cape specifically. |
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also trimmed is supposed to be better than the default one but it doesn't even have the animation? |
If others want theirs animated they can come to talk to me. |
Trim is pure gold and just a different flavor and I don't really want to give what should be gold bars taped to a cape a moving animation. Ive already broke enough rules with the first cape alone. |
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It would be cool if all the trimmed skillcapes had animations Love it |
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Skillcapes are already rather out of place, this only makes it worst |
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Cape overall size is taken down by request of identification! |
* Fixed comment on admins.txt mentioning character stripping that no longer occurs (#12282) * Automatic changelog generation #12282 [ci skip] * Adds council (#12283) * Automatic changelog compile [ci skip] * Duffffffffffffffffffffffels (#12289) * Automatic changelog generation #12289 [ci skip] * Ports wounds from TG (#11955) * piss * second set of files * theos feels pain and dies * code works lmao * other stuff * YES YES YES * Update zombies.dm * egg * whoops * bubblegum alt attacks won't wound * bone hurting juice hurts bones * something's fucky wucky * humans are no longer blue space babes but projectile damage is still wack * IT WORKS??????? * other stuff * turns out im big brain and already handled that should be testable live now * WHOOPS * medical pens not in stupid area * fix regen mesh icons * tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit * should help * mapping problem * fix monkies shitting out blood all the time * going to remove examine_more being stupid * this is stupid i think it works though * Empty commit, more bad code * this probably fdixes something * buckshot buffed back to where it should be * woundings * missed this one * fix gamebreaking bug * turns out damaging ANYTHING causes suit sensors to break whoops * stuff up to limb disable refactor * aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades * Update burn_dressing.dm * wtf * shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less * burn debriding uses the scalpel rather than the hemostat * debriding for patch/treat no longer causes wounds * Give syndicate medical cyborg a bonesetter * like 5 more prs ported * fixes burn ointment and mesh application not having a progress bar * gamemode zombies get easydismember and easily wounded * managed to screw up self cautery this fixes it * carbons can't use check self for injuries but humans can * honey gives +2 sanitization to burns * re-add this if sensors get fixed * should fix a runtime I made on accident when trying to make examine more less jank * last 2 prs and some holdup fixes since these touched on that * set target = src so the progress par shows up i think * Update mutations.dm * fixes twohanded reuqired weapons by reverting some change I don't understand * fixes blood sprites * actually properly fixes the thing Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #11955 [ci skip] * *oil rig explodes* (#12235) Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> * Automatic changelog generation #12235 [ci skip] * Update ai_laws.dm (#12263) * fixes seed exports (#12274) * Automatic changelog generation #12274 [ci skip] * rarity schmarity (#12275) * Automatic changelog generation #12275 [ci skip] * removes second define (#12278) * Automatic changelog generation #12278 [ci skip] * gives nicotine free cigarettes a expanded description to make more sense (#12271) * Update cigs_lighters.dm * Update code/game/objects/items/cigs_lighters.dm Co-authored-by: Byemoh <baiomurang@gmail.com> * Update code/game/objects/items/cigs_lighters.dm Co-authored-by: Byemoh <baiomurang@gmail.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12271 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * adds click catcher (#12296) Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> * Automatic changelog generation #12296 [ci skip] * Yeets Council * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Fixed the filling in vials (#12305) So, turns out I didn't upload the icons for the vial fillings. * Automatic changelog generation #12305 [ci skip] * Adds 2 new names to the Space Ninja naming list. (#12295) * The "La-Li-Lu-Le-Lo"! How's that possible! * i change my mind on these ones Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> * Automatic changelog generation #12295 [ci skip] * PROPER UNITS (#12308) * Automatic changelog generation #12308 [ci skip] * Fixed typo in burn healing surgery (#12300) * Automatic changelog generation #12300 [ci skip] * Update revival.dm (#12309) * Automatic changelog generation #12309 [ci skip] * Automatic changelog compile [ci skip] * Update CONTRIBUTING.md (#12306) * Adds an href token to the mob spawn VV link (#12294) * Automatic changelog generation #12294 [ci skip] * Adds Wall Rechargers (#12307) * Initial * Box Changes * Automatic changelog generation #12307 [ci skip] * Update AutoChangelog-pr-12307.yml * Automatic changelog compile [ci skip] * Doing a major TEG rework because the current one is a mess that breaks thermodynamics (#11864) * tweak TEG having icon when connect to circulator with no powergrid * i redo the TEG code because it broke thermodynamics * comments * fixed typo * is this more accurate? * not it should work like normal physics does * framework is done * Update code/modules/power/generator.dm Co-authored-by: adamsong <adamsong@users.noreply.github.com> Co-authored-by: adamsong <adamsong@users.noreply.github.com> * Automatic changelog generation #11864 [ci skip] * Ports Turnstiles from NSV13 (or beestation no clue where they came from) (#12105) * Update wheelchair.dm * Update wheelchair.dm * somethuing something * forgot the dme * adds them to yogstation * fix access * attempt #1 to fix the thing * attempt 2 to fix the thing * fixing the fix so that it's fixed * Update code/game/machinery/doors/turnstile.dm * Fixes turnstiles * adds turnstiles to medbay per adam's request * Revert "adds turnstiles to medbay per adam's request" This reverts commit 8b6f6d6. * swag * adds the ministile to the game * replace hopline turnstile with the ministile * removes climbing code from non-climbing parts * removes old turnstiles from hop line again * i forget to tick the box * i tick the box again Co-authored-by: adamsong <adamsong@users.noreply.github.com> Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> * Automatic changelog generation #12105 [ci skip] * Fix floodlights not turning off when out of power, and fixes sling veil not working on them (#12222) * Fix floodlights not turning off when out of power, and fixes sling veil not working on them * Update yogstation/code/modules/antagonists/shadowling/shadowling_abilities.dm * Automatic changelog generation #12222 [ci skip] * Steals tg's span macros (#12232) * Steals tg's span macros * Fix alphabet * Updated some more spans * Misses a conflict * Fix compile errors * Converts more spans * oops * Lists inside of lists.. (#12273) * Automatic changelog generation #12273 [ci skip] * Extends AI core power zones over the cameras to make repairing the cameras less janky. (#12281) * Automatic changelog generation #12281 [ci skip] * Kills off price elasticity and buffs several exports because I hate balance (#12288) * switches phazons from a bounty to an export so they can be sold more easily adds an export limit variable that limits the number of times something can be exported removes price elasticity adds a couple new exports buffs several exports because lol * silver bit and failure to compiwe * Update organs.dm * fixing merge conflicts is an art * reduce human skin 2000 > 1000 since it's easy to get * Update sheets.dm * nerfs organ prices so monkey spam can't get infinite cash Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12288 [ci skip] * Adds a fallback if the bar selection is null, along with plenty of admin messages (#12297) * Adds a fallback if the bar selection is null, along with plenty of admin messages * Update code/controllers/subsystem/job.dm Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com> * Update job.dm * Added logging to log_game * Copied the wrong string Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com> * Automatic changelog generation #12297 [ci skip] * Stops adding 'Random' to the list of bars, also makes the cancel button not change preference, rather than clear it (#12298) * Stops adding 'Random' to the list of bars, also makes the cancel button not change preference, rather than clear it * Makes it actually compile * Automatic changelog generation #12298 [ci skip] * adds a cap on throwspeed from monstermos to carbons so you probably won't bust your bones open nearly as often (#12302) * Automatic changelog generation #12302 [ci skip] * I did a thing (#12316) Renamed microwave ovens to bluespace microwave ovens. * Automatic changelog generation #12316 [ci skip] * [admin] Revamp auto deadmin (#12286) * Adds a minimum admin count to auto-deadmin, also adds a preference for auto-deadmin on critical roles * Disables the forced deadmin, increases the threshold * Changed config to be the minimum to auto-deadming, as its more intuitive * Remove drone from silicon auto-deadmin Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12286 [ci skip] * Round End Sounds start on "Rebooting in 10 Seconds now" (#12292) * Round End Sounds start on "Rebooting in 10 Seconds now" * e * JANK * e * Automatic changelog generation #12292 [ci skip] * Allow mods to soft reboot the server, also allows admins to reboot the server ignoring tickets (#12299) Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12299 [ci skip] * Update turdis.yml * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Update recharger.dm * Signal-Skill-Cape update! *BzZzZT* (#12311) * Update skillcapes.dmi * Update neck.dmi * Update skillcapes.dmi * Update neck.dmi * Update neck.dmi * Update skillcapes.dmi * Automatic changelog generation #12311 [ci skip] * Sheltered nerf (#12325) With the changes to Sheltered making it able to understand Common, simply not speak it, it needs updates to its' descriptive text and it also needs a drop in quirk point value. * Automatic changelog generation #12325 [ci skip] * Replaces the freezers with blood in it with blood freezers (#12276) * Automatic changelog generation #12276 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * should fix a minor bone fixing issue (#12351) * Automatic changelog generation #12351 [ci skip] * Revert TEG Heater because PR 11864 (#12341) * quick fix (#12348) * Automatic changelog generation #12348 [ci skip] * help it broken (#12265) * Automatic changelog generation #12265 [ci skip] * Fixes a mapping error in meta maint that I probably did on accident (#12344) * Automatic changelog generation #12344 [ci skip] * Removed a pixel (#12356) Removed a stray pixel on the vomit goose shirt * Automatic changelog generation #12356 [ci skip] * Update pandemic.dm (#12361) * Automatic changelog generation #12361 [ci skip] * Revert "Update pandemic.dm (#12361)" This reverts commit 8128dc4. Co-authored-by: adamsong <adamsong@users.noreply.github.com> Co-authored-by: Yogbot-13 <admin@yogstation.net> Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> Co-authored-by: Theos <theubernyan@gmail.com> Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> Co-authored-by: grimm-hollowknight <37936685+grimm-hollowknight@users.noreply.github.com> Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> Co-authored-by: Chubbygummibear <46236974+Chubbygummibear@users.noreply.github.com> Co-authored-by: azzzertyy <42524344+azzzertyy@users.noreply.github.com> Co-authored-by: boodaliboo <40642354+boodaliboo@users.noreply.github.com> Co-authored-by: Byemoh <baiomurang@gmail.com> Co-authored-by: nmajask <nmajask@gmail.com> Co-authored-by: Mqiib <43766432+Mqiib@users.noreply.github.com> Co-authored-by: Lostlarry <51096401+Lostlarry@users.noreply.github.com> Co-authored-by: Maxim <maxion1234@gmail.com> Co-authored-by: JC Denthead <63614296+jc-denthead@users.noreply.github.com> Co-authored-by: Darthkill <33874385+Darthkill@users.noreply.github.com> Co-authored-by: KillerOrcaCora <82983051+KillerOrcaCora@users.noreply.github.com> Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com> Co-authored-by: Aquizit <70451213+Aquizit@users.noreply.github.com> Co-authored-by: N3D6 <71906740+N3D6@users.noreply.github.com>
Change the color and animated the signal tech's skill cape.
Saw someone grind to the 300+ hour cape and was immensely disappointed with what they worked so hard for. The old cape does not complement what a sigtech wears at all and the symbol was just not a solid choice and was awkward.
Mines is more conformed to the yellow and green style that you see with signal techs and also includes a better symbol with a nice animation to it.
Has been tested.
🆑
imageadd: Resprited Signal Tech cape to look better and complement their colors.
/:cl:
My.Video6.mp4