Pliant Soul Port From TA#448
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Ports TAT(Pliant Soul) system from TA to CC. A framework for custom classes that should help reduce subclass bloat
Adding bone shiled back since Jhon fixed the icon.
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Ports TAT(Pliant Soul) system from TA to CC. A framework for custom classes that should help reduce subclass bloat
About The Pull Request
TAT(trader\adventurer\towner(wretch)) system implementation from another Azure downstream - Twilight Axis(made by KageIIte and Gisya. Pr:Twilight-Fortress-SS13#931). Allows players to build their own class from scratch using outlander/wanted/merchant's writ/resident traits and join the game with those.
Added modular twilight folder for TAT stuff. Some main files changed to allow pliant role descriptors, add a new parry expert trait and add a dud outlander trait(for now does mechanically nothing except allowing system to work, can be changed later). If anyone wants to add new items to available picks check tat_defines_items.
Also added admin verbs to ban people from TAT stuff if someone somehow uses the system to do something nasty.
What didn't make it from original pr:
Loadout integration to let you start with items put on to you. TA handles loadout a bit differently due to donation system. Might give it another poke at it later if people will wish for that feature.
Ronin\Soundbreaker\Martial artist \ trophy traits. Related to modular TA classes and unique combo system. Don't want to push new mechanics in this pr aside from TAT itself since PR is already massive. Might be added later.
Contractor aka temptress aka succubus-thing. Was removed from files since it's still a work in progress, wasn't tested on TA and was admin only.
Rugs and trader backpack. Will definetly attempt adding them later, because movable rugs and backpack that helps trader carry his shit around is cool. Shouldn't be too difficult.
Lots of guns and other misc equipment. A lot of this is burried in TA's modular stuff and might be introduced later if deemed useful.
Witch and druid traits. Witch and druid, again, work a bit different on CC than at TA. Might dig later into witch code and see if i can adjust it all to work with TAT.
Developer's checklist
Testing Evidence
Why It's Good For The Game
More flexibility for players! Have you ether thought: "I want my definetly unique John Psydon to carry a cool mace and have a bit of divine or some shit but none of current adventurer classes fit my vision!". Well, worry not, now you don't have shitcode another one-billionth adventurer class, now you can just make it in game with zero coding knowledge! Also aims to solve the issue where some people pick smithing virtue and rush steel forges scattered around the map just to make themselves look good\not have every singly mob aim for their uncovered hands\feet.
Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
balance: rebalanced something
code: changed some code
admin: messed with admin stuff
/:cl: