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Adds Syndicate Paramedic, and Syndicate Medical Visor #707

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Expand Up @@ -6,3 +6,7 @@ ghost-role-information-nukie-mouse-rules = Normal syndicate antagonist rules app
ghost-role-information-listeningop-name = Listening Post Operative
ghost-role-information-listeningop-description = You are a Listening Post operative. Get into range, observe the station, intercept communications and assist any operatives in the area!
ghost-role-information-listeningop-rules = You are a Syndicate Operative tasked with the continuous reporting and monitoring of the station and its activities, as well as assisting any fellow operatives who may be aboard the station. As an antagonist, do whatever is required for you to complete this task. Make sure your station doesn't fall into enemy hands and DO NOT abandon your station! Hide your existence at any cost!

ghost-role-information-syndicate-paramedic-name = Syndicate Paramedic
ghost-role-information-syndicate-paramedic-description = Someone needs medical assistance. You, the first person the syndicate could find, will help them.
ghost-role-information-syndicate-paramedic-rules = Normal syndicate antagonist rules apply. Work and assist whoever called you in, and don't harm them.
Comment on lines +11 to +12
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It should be made clear you are supposed to be pacified.

5 changes: 4 additions & 1 deletion Resources/Locale/en-US/deltav/store/uplink-catalog.ftl
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# Utility
uplink-reinforcement-radio-nukie-mouse-name = Mouse Operative Reinforcement Teleporter
uplink-reinforcement-radio-nukie-mouse-desc = Calls in a specially trained mouse operative to assist you.

uplink-reinforcement-radio-syndicate-paramedic-name = Syndicate Paramedic Reinforcement
uplink-reinforcement-radio-syndicate-paramedic-desc = Calls in a questionably trainled syndicate paramedic to assist you.
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I feel like the description here can be improved. This is a good opportunity to add in loreful flavor text, rather than the usual jokes. Aside from the Typo, perhaps it can be rewritten to have more themes in common with the cybersun paramed outfit and its flavor texts.

# Implants
uplink-bionic-syrinx-implanter-name = Bionic Syrinx Implanter
uplink-bionic-syrinx-implanter-desc = An implant that enhances a harpy's natural talent for mimicry to let you adjust your voice to whoever you can think of.
uplink-bionic-syrinx-implanter-desc = An implant that enhances a harpy's natural talent for mimicry to let you adjust your voice to whoever you can think of.
13 changes: 12 additions & 1 deletion Resources/Prototypes/DeltaV/Catalog/uplink_catalog.yml
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Expand Up @@ -45,4 +45,15 @@
- !type:BuyerWhitelistCondition
blacklist:
components:
- SurplusBundle
- SurplusBundle

- type: listing
id: Paramedic Operative Reinforcement
name: uplink-reinforcement-radio-syndicate-paramedic-name
description: uplink-reinforcement-radio-syndicate-paramedic-desc
productEntity: ReinforcementRadioSyndicateParamedic
icon: { sprite: Objects/Devices/communication.rsi, state: old-radio }
cost:
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The actual TC cost should probably be discussed a little more. Since the paramed is also bundled with a few syndicate items, he has a somewhat inflated inherent value. For example the cost of his NoSlips and Surgical Bundle should probably be added to this baseline cost.

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you can also just buy two combat medkits for that price which is more conveniant and i think has more healing, the advantage with the paramedic should be that, well, its another pair of hands.

i think it should cost the same as the regular reinforcement, the inability to do harm is offset by their starting gear

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you can also just buy two combat medkits for that price which is more conveniant and i think has more healing, the advantage with the paramedic should be that, well, its another pair of hands.

i think it should cost the same as the regular reinforcement, the inability to do harm is offset by their starting gear

I think the starting reinforcement cost is really dumb

Telecrystal: 10 # This Paramedic has taken an Oath to do no harm.
categories:
- UplinkUtility
15 changes: 15 additions & 0 deletions Resources/Prototypes/DeltaV/Entities/Clothing/Eyes/hud.yml
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- type: entity
parent: ClothingEyesHudMedical
id: ClothingEyesHudSyndicateMedical # This actually does nothing at the moment, but Wizden are close/have/are about to get the MedHud working again.
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The comment here isn't required, and can be removed.

name: syndicate medical visor
description: The syndicate's professional head-up display, designed for better detection of humanoids, their health for their subsequent elimination.
components:
- type: Sprite
sprite: Clothing/Eyes/Hud/synd.rsi
- type: Clothing
sprite: Clothing/Eyes/Hud/synd.rsi
- type: ShowSyndicateIcons
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image
I have an issue here with the Hud having ShowSyndicateIcons. Namely that since it reveals certain antagonist roles to the wearer, it opens up the syndi paramed to abuse by powergamers. There's nothing really stopping security from mugging the poor guy for his HUD, and then use it to go play "Spot the Antags".

- type: ShowSecurityIcons
- type: ShowHealthIcons
damageContainers:
- Biological
14 changes: 14 additions & 0 deletions Resources/Prototypes/DeltaV/Entities/Mobs/Player/human.yml
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Expand Up @@ -15,3 +15,17 @@
- type: AutoImplant
implants:
- DeathAcidifierImplant

- type: entity
noSpawn: true
parent: MobHumanSyndicateAgent
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Using the death squad names is probably fine, but this could also be improved with the addition of flavor text by adding a description:
Given that this entity isn't affiliated with Gorlex, it would probably be more appropriate to have it use the human name lists.

id: MobHumanSyndicateParamedic
name: Syndicate Paramedic
suffix: Human
components:
- type: Loadout
prototypes: [SyndicateParamedicGear]
- type: AutoTraitor
giveUplink: false
giveObjectives: false
- type: Pacified # "First, Do No Harm"
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Expand Up @@ -18,3 +18,20 @@
sound: /Audio/Animals/mouse_squeak.ogg
- type: UseDelay
delay: 300

- type: entity
parent: ReinforcementRadioSyndicate
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Somewhere in the parent hierarchy is a fart noise generator. Said noise generator should be overridden with something more serious by adding a matching component to this entity.

id: ReinforcementRadioSyndicateParamedic
name: syndicate paramedic reinforcement radio
description: Call in a syndicate paramedic instantly! Medical License not included.
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Let's get jokes out of the description, and keep it purely useful/loreful.

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1984

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jokes like that are a big part of the charm in 13/14, since anybody can contribute people put a little piece of themselves in their work, removing that just makes the game bland

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uplink description should be serious description should be funi

components:
- type: Sprite
sprite: Objects/Devices/communication.rsi
layers:
- state: old-radio
- type: GhostRole
name: ghost-role-information-syndicate-paramedic-name
description: ghost-role-information-syndicate-paramedic-description
rules: ghost-role-information-syndicate-paramedic-rules
- type: GhostRoleMobSpawner
prototype: MobHumanSyndicateParamedic
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Expand Up @@ -63,4 +63,23 @@
gloves: ClothingHandsGlovesCombat
shoes: ClothingShoesSlippers
id: SyndiPDA
innerClothingSkirt: ClothingUniformJumpsuitPyjamaSyndicatePink
innerClothingSkirt: ClothingUniformJumpsuitPyjamaSyndicatePink

# Syndicate Paramedic

- type: startingGear
id: SyndicateParamedicGear
equipment:
jumpsuit: UniformScrubsColorCybersun
back: ClothingBackpackDuffelSyndicateFilledMedical
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Is there a reason they start with no-slips instead of the regular shoes?

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Ah, so to clarify on this one. When I had originally requested that this PR be made, NoSlips were intended to be part of the outfit for, "To keep the paramedic from slipping in all the bloodstains". They aren't necessarily an essential part of the character, and really you can't slip in blood anyway, so they're here for a subtle bit of flavor. They could just as easily be replaced with ordinary black shoes that will also match the outfit.

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It's essentially just yet another free item from the uplink

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I'll make this an official request then. Let's swap the no-slips out for regular black shoes. They aren't essential to have anyway.

shoes: ClothingShoesChameleonNoSlips
ears: ClothingHeadsetAltSyndicate
eyes: ClothingEyesHudSyndicateMedical
head: ClothingHeadHatSurgcapCybersun
outerClothing: ClothingOuterCoatCybersunWindbreaker
gloves: ClothingHandsGlovesCombat
id: SyndiPDA
belt: ClothingBeltParamedicFilled
pocket1: HandheldGPSBasic
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I feel like this is an extremely broken item to be available for the low low price of 10 tc

pocket2: HandheldCrewMonitor
mask: ClothingMaskSterile
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