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* v237.3.0 (Simple-Station#1354)

the robust toolbox updater!!

https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md

* Hotfix Saltern (Simple-Station#1359)

# Description

Small maintenance to do. Bridge needed FixGridAtmos done, and a single
light in dorms needed wiring.

# Changelog

:cl:
- fix: Fixed the Saltern bridge being a hard vacuum at roundstart.

* Automatic Changelog Update (Simple-Station#1359)

* Loadouts Debloating (Colorable Items) (Simple-Station#1364)

# Description

This PR cuts down significantly on Loadouts bloat by removing all
specific color versions of colorable items from the loadouts. I left the
original items untouched for compatibility reasons since certain things
in the game still need to be able to spawn a "Blue jumpsuit" etc.

Additionally, to help aid in clarity for players, I've added
localizations for all the generic colorable items so that they have
(colorable) in the loadout names, so that players can tell which items
have the option without needing to click into the customize button on
every item.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/7ab30002-c7d4-4eeb-b018-45a9fda80ae6)

</p>
</details>

# Changelog

:cl:
- add: Added labels to all generic colorable items in loadouts, so that
players can see which items have custom colors as customization options.
- remove: Removed all 'specific color' variants of colorable items from
Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists.

* Automatic Changelog Update (Simple-Station#1364)

* More Colorable Items (Simple-Station#1365)

# Description

This PR adds even more colorable items to loadouts, this time making
entirely new whitescale versions of existing items that did not have one
previously. This replaces several more options for items that had a
whole bunch of specific color entries with a single item that can take
any color.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/31438bf7-6ca3-45d2-bf10-af5db5f6e4c4)

</p>
</details>

# Changelog

:cl:
- add: Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.

* Automatic Changelog Update (Simple-Station#1365)

* Make the EE Logo Match the Banner (Simple-Station#1361)

# Description

Light mode logo

* Loadout Modular Functions (And Loadout Pets) (Simple-Station#1366)

# Description

This PR implements a reflection based system for applying functions
directly to entities spawned by loadouts. In order to provide an
"Example" use of this system, I have created a "LoadoutMakeFollower"
function, which can be applied to a loadout entity that happens to be an
NPC with the Follower blackboard, making it follow the player who
purchased that loadout.

Basically. Pet mouse. The pet mouse will follow its owner. 

Yes I actually have tested this ingame, and it works great. The longest
part about coding this was me spending almost 30 minutes straight
wondering why the mouse wasn't following my character, until I
remembered that I had to make a special "Pet" mouse variant that had the
right HTN root task.

This could be extended to other things. I happen to know that Nuclear14
wanted something like this for a Pet Dog.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/a18b026b-07a3-4ad7-8cce-4ea4dc4c3036)

</p>
</details>

# Changelog

:cl:
- add: Loadouts can now apply modular functions to items upon spawning
in.
- add: A new LoadoutMakeFollower function, which lets you buy NPC
followers in loadouts.
- add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts.
All of which use the new LoadoutMakeFollower function.

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (Simple-Station#1366)

* Plushies! (Simple-Station#1369)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
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Added two new plushies to the game! A harpy plushie and a plushie for
the beloved station pet Morty!


![image](https://github.com/user-attachments/assets/3e202da2-3571-4c67-82c9-54a6aaf3c91f)

![mortplush](https://github.com/user-attachments/assets/9f131eb9-ed89-4818-b54c-e9da949e8ce2)

![harpyplushie](https://github.com/user-attachments/assets/47aa5b91-0747-4a2c-8c5c-18c5429ab570)



---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl:
- add: two new cuddly friends to the station! (harpy and morty plush)

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: juniwoofs <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>
Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (Simple-Station#1369)

* Traits System Anticheat (Simple-Station#1358)

# Description

It turns out that there was no system in place for serverside fact
checking of whether or not people have a legal traits list. Last night a
bug was reported whereby a player used Cheat Engine to give himself
every trait in the game, bypassing the points system entirely. It's not
actually possible to reduce a trait selection down to a legal list
without creating interesting race conditions, which limits my options on
how to deal with it.

So I made it a vote on the Einstein Engines discord, and the vote was
unanimous. PUNISH THE CHEATERS.

<details><summary><h1>Media</h1></summary>
<p>

https://www.youtube.com/watch?v=X2QMN0a_TrA

</p>
</details>

# Changelog


:cl:
- add: Implemented Anti-cheat for Traits. Attempting to join a round
with an illegal traits list will result in hilarious consequences.

* Automatic Changelog Update (Simple-Station#1358)

* Make Prisoner Not Shitter Role (Simple-Station#1341)

# Description

Prisoner is consistently the most problematic role in this entire game,
being seen as "The Self Antagging Role", which produces endless amounts
of administrative burden. This is especially a problem with lowpop
servers, or servers that are understaffed with admins. Players just join
as Prisoner, *immediately* break out of the permabrig, and then go on a
self antagging spree. The solution to this was staring us in the face
the whole time. Just give them the same Pacified component that the
Thief antag has. Now it's impossible for them to smash the permabrig
windows, someone has to intentionally let them out, and even if they do,
they will be hard pressed to selfantag when they can't turn on harm
intent.

# Changelog

:cl:
- add: Prisoners now spawn with a Pacifier Implant.

* Automatic Changelog Update (Simple-Station#1341)

* Fix Jittering (Simple-Station#1334)

<!--
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the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Title.
Ported from Fansana/floofstation1#393
Resolves Simple-Station#1277

---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl:
- fix: Fixed jittering displacing your character when shaken.

* Automatic Changelog Update (Simple-Station#1334)

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: juniwoofs <[email protected]>
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6 people authored Dec 25, 2024
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Showing 95 changed files with 2,134 additions and 2,780 deletions.
2 changes: 1 addition & 1 deletion Content.Client/Jittering/JitteringSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ private void OnShutdown(EntityUid uid, JitteringComponent jittering, ComponentSh

private void OnAnimationCompleted(EntityUid uid, JitteringComponent jittering, AnimationCompletedEvent args)
{
if(args.Key != _jitterAnimationKey)
if (args.Key != _jitterAnimationKey || jittering.LifeStage >= ComponentLifeStage.Stopping)
return;

if (TryComp(uid, out AnimationPlayerComponent? animationPlayer)
Expand Down
30 changes: 30 additions & 0 deletions Content.Server/Clothing/Systems/LoadoutSystem.Functions.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
using JetBrains.Annotations;
using Robust.Shared.Serialization.Manager;
using Content.Shared.Clothing.Loadouts.Prototypes;
using Content.Server.NPC.Components;
using Content.Server.NPC.Systems;
using Content.Server.NPC.HTN;
using Content.Server.NPC;
using Robust.Shared.Map;
using System.Numerics;

namespace Content.Server.Clothing.Systems;

[UsedImplicitly]
public sealed partial class LoadoutMakeFollower : LoadoutFunction
{
public override void OnPlayerSpawn(EntityUid character,
EntityUid loadoutEntity,
IComponentFactory factory,
IEntityManager entityManager,
ISerializationManager serializationManager)
{
var npc = entityManager.System<NPCSystem>();
var htn = entityManager.System<HTNSystem>();
if (!entityManager.TryGetComponent<HTNComponent>(loadoutEntity, out var hTNComponent))
return;

npc.SetBlackboard(loadoutEntity, NPCBlackboard.FollowTarget, new EntityCoordinates(character, Vector2.Zero), hTNComponent);
htn.Replan(hTNComponent);
}
}
5 changes: 4 additions & 1 deletion Content.Server/Clothing/Systems/LoadoutSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,6 @@
using Content.Shared.Storage;
using Content.Shared.Storage.EntitySystems;
using Content.Shared.Traits.Assorted.Components;
using Content.Shared.Whitelist;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
Expand All @@ -33,6 +32,7 @@ public sealed class LoadoutSystem : EntitySystem
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;


public override void Initialize()
Expand Down Expand Up @@ -103,6 +103,9 @@ public void ApplyCharacterLoadout(
comp.Owner = loadout.Item1;
EntityManager.AddComponent(loadout.Item1, comp);
}

foreach (var function in loadoutProto.Functions)
function.OnPlayerSpawn(uid, loadout.Item1, _componentFactory, EntityManager, _serialization);
}


Expand Down
61 changes: 61 additions & 0 deletions Content.Server/Traits/TraitSystem.cs
Original file line number Diff line number Diff line change
@@ -1,14 +1,23 @@
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Administration.Systems;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking;
using Content.Server.Players.PlayTimeTracking;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.Customization.Systems;
using Content.Shared.Database;
using Content.Shared.Players;
using Content.Shared.Roles;
using Content.Shared.Traits;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Utility;
using Timer = Robust.Shared.Timing.Timer;

namespace Content.Server.Traits;

Expand All @@ -20,6 +29,11 @@ public sealed class TraitSystem : EntitySystem
[Dependency] private readonly PlayTimeTrackingManager _playTimeTracking = default!;
[Dependency] private readonly IConfigurationManager _configuration = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly AdminSystem _adminSystem = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IChatManager _chatManager = default!;

public override void Initialize()
{
Expand All @@ -31,6 +45,9 @@ public override void Initialize()
// When the player is spawned in, add all trait components selected during character creation
private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
{
var pointsTotal = _configuration.GetCVar(CCVars.GameTraitsDefaultPoints);
var traitSelections = _configuration.GetCVar(CCVars.GameTraitsMax);

foreach (var traitId in args.Profile.TraitPreferences)
{
if (!_prototype.TryIndex<TraitPrototype>(traitId, out var traitPrototype))
Expand All @@ -47,8 +64,15 @@ private void OnPlayerSpawnComplete(PlayerSpawnCompleteEvent args)
out _))
continue;

// To check for cheaters. :FaridaBirb.png:
pointsTotal += traitPrototype.Points;
--traitSelections;

AddTrait(args.Mob, traitPrototype);
}

if (pointsTotal < 0 || traitSelections < 0)
PunishCheater(args.Mob);
}

/// <summary>
Expand All @@ -59,4 +83,41 @@ public void AddTrait(EntityUid uid, TraitPrototype traitPrototype)
foreach (var function in traitPrototype.Functions)
function.OnPlayerSpawn(uid, _componentFactory, EntityManager, _serialization);
}

/// <summary>
/// On a non-cheating client, it's not possible to save a character with a negative number of traits. This can however
/// trigger incorrectly if a character was saved, and then at a later point in time an admin changes the traits Cvars to reduce the points.
/// Or if the points costs of traits is increased.
/// </summary>
private void PunishCheater(EntityUid uid)
{
_adminLog.Add(LogType.AdminMessage, LogImpact.High,
$"{ToPrettyString(uid):entity} attempted to spawn with an invalid trait list. This might be a mistake, or they might be cheating");

if (!_configuration.GetCVar(CCVars.TraitsPunishCheaters)
|| !_playerManager.TryGetSessionByEntity(uid, out var targetPlayer))
return;

// For maximum comedic effect, this is plenty of time for the cheater to get on station and start interacting with people.
var timeToDestroy = _random.NextFloat(120, 360);

Timer.Spawn(TimeSpan.FromSeconds(timeToDestroy), () => VaporizeCheater(targetPlayer));
}

/// <summary>
/// https://www.youtube.com/watch?v=X2QMN0a_TrA
/// </summary>
private void VaporizeCheater (Robust.Shared.Player.ICommonSession targetPlayer)
{
_adminSystem.Erase(targetPlayer);

var feedbackMessage = $"[font size=24][color=#ff0000]{"You have spawned in with an illegal trait point total. If this was a result of cheats, then your nonexistence is a skill issue. Otherwise, feel free to click 'Return To Lobby', and fix your trait selections."}[/color][/font]";
_chatManager.ChatMessageToOne(
ChatChannel.Emotes,
feedbackMessage,
feedbackMessage,
EntityUid.Invalid,
false,
targetPlayer.Channel);
}
}
7 changes: 7 additions & 0 deletions Content.Shared/CCVar/CCVars.cs
Original file line number Diff line number Diff line change
Expand Up @@ -381,6 +381,13 @@ public static readonly CVarDef<bool>
public static readonly CVarDef<int> GameTraitsDefaultPoints =
CVarDef.Create("game.traits_default_points", 10, CVar.REPLICATED);

/// <summary>
/// Whether the game will SMITE people who used cheat engine to spawn with all of the traits.
/// Illegal trait totals will still be logged even if this is disabled.
/// If you are intending to decrease the trait points availability, or modify the costs of traits, consider temporarily disabling this.
/// </summary>
public static readonly CVarDef<bool> TraitsPunishCheaters =
CVarDef.Create("game.traits_punish_cheaters", true, CVar.REPLICATED);

/// <summary>
/// Whether to allow characters to select loadout items.
Expand Down
16 changes: 16 additions & 0 deletions Content.Shared/Clothing/Loadouts/Prototypes/LoadoutPrototype.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
using Content.Shared.Customization.Systems;
using Content.Shared.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;

namespace Content.Shared.Clothing.Loadouts.Prototypes;

Expand Down Expand Up @@ -49,4 +50,19 @@ public sealed partial class LoadoutPrototype : IPrototype

[DataField]
public string GuideEntry { get; } = "";

[DataField(serverOnly: true)]
public LoadoutFunction[] Functions { get; private set; } = Array.Empty<LoadoutFunction>();
}

/// This serves as a hook for loadout functions to modify one or more entities upon spawning in.
[ImplicitDataDefinitionForInheritors]
public abstract partial class LoadoutFunction
{
public abstract void OnPlayerSpawn(
EntityUid character,
EntityUid loadoutEntity,
IComponentFactory factory,
IEntityManager entityManager,
ISerializationManager serializationManager);
}
74 changes: 74 additions & 0 deletions Resources/Changelog/Changelog.yml
Original file line number Diff line number Diff line change
Expand Up @@ -8713,3 +8713,77 @@ Entries:
id: 6583
time: '2024-12-18T01:32:32.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1357
- author: VMSolidus
changes:
- type: Fix
message: Fixed the Saltern bridge being a hard vacuum at roundstart.
id: 6584
time: '2024-12-19T22:52:32.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1359
- author: VMSolidus
changes:
- type: Add
message: >-
Added labels to all generic colorable items in loadouts, so that players
can see which items have custom colors as customization options.
- type: Remove
message: >-
Removed all 'specific color' variants of colorable items from Loadouts,
such as "Blue Jumpsuit" when a colorable jumpsuit exists.
id: 6585
time: '2024-12-21T18:02:28.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1364
- author: VMSolidus
changes:
- type: Add
message: >-
Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.
id: 6586
time: '2024-12-21T19:25:13.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1365
- author: VMSolidus
changes:
- type: Add
message: Loadouts can now apply modular functions to items upon spawning in.
- type: Add
message: >-
A new LoadoutMakeFollower function, which lets you buy NPC followers in
loadouts.
- type: Add
message: >-
added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts. All of
which use the new LoadoutMakeFollower function.
id: 6587
time: '2024-12-22T10:26:41.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1366
- author: juniwoofs
changes:
- type: Add
message: two new cuddly friends to the station! (harpy and morty plush)
id: 6588
time: '2024-12-22T19:24:58.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1369
- author: VMSolidus
changes:
- type: Add
message: >-
Implemented Anti-cheat for Traits. Attempting to join a round with an
illegal traits list will result in hilarious consequences.
id: 6589
time: '2024-12-22T19:55:22.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1358
- author: VMSolidus
changes:
- type: Add
message: Prisoners now spawn with a Pacifier Implant.
id: 6590
time: '2024-12-22T19:56:21.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1341
- author: sleepyyapril
changes:
- type: Fix
message: Fixed jittering displacing your character when shaken.
id: 6591
time: '2024-12-22T19:57:10.0000000+00:00'
url: https://github.com/Simple-Station/Einstein-Engines/pull/1334
1 change: 1 addition & 0 deletions Resources/Locale/en-US/forensics/fibers.ftl
Original file line number Diff line number Diff line change
Expand Up @@ -23,3 +23,4 @@ fibers-white = white
fibers-yellow = yellow
fibers-regal-blue = regal blue
fibers-olive = olive
fibers-dyed = dyed fibers
3 changes: 3 additions & 0 deletions Resources/Locale/en-US/loadouts/generic/back.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
loadout-name-LoadoutBackpack = grey backpack (colorable)
loadout-name-LoadoutBackpackDuffel = grey duffelbag (colorable)
loadout-name-LoadoutBackpackSatchel = grey satchel (colorable)
Original file line number Diff line number Diff line change
Expand Up @@ -3,3 +3,5 @@ loadout-description-LoadoutEyesBlindfold = Why would you want this?
loadout-name-LoadoutItemBlindfoldFake = "blind"fold
loadout-description-LoadoutItemBlindfoldFake = This product may not work as advertised.
loadout-name-LoadoutEyesGlasses = glasses (colorable)
2 changes: 2 additions & 0 deletions Resources/Locale/en-US/loadouts/generic/hands.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@
loadout-name-LoadoutHandsColorWhite = gloves (colorable)
loadout-name-LoadoutHandsGlovesFingerlessWhite = fingerless gloves (colorable)
15 changes: 15 additions & 0 deletions Resources/Locale/en-US/loadouts/generic/head.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,15 @@
loadout-description-LoadoutHeadBeaverHat = Gentlemen.
loadout-description-LoadoutHeadTophat = A stylish black tophat.
loadout-name-LoadoutHeadFedoraWhite = fedora (colorable)
loadout-name-LoadoutHeadHatCowboyWhite = cowboy hat (colorable)
loadout-name-LoadoutHeadHatMimesoft = baseball cap (colorable)
loadout-name-LoadoutHeadHatMimesoftFlipped = baseball cap (colorable, flipped)
loadout-name-LoadoutHeadHijabColorable = hijab (colorable)
loadout-name-LoadoutHeadTurbanColorable = turban (colorable)
loadout-name-LoadoutHeadKippahColorable = kippah (colorable)
loadout-name-LoadoutHeadTinfoil = tinfoil hat (colorable)
loadout-name-LoadoutHeadHatCowboyBountyHunter = bounty hunter hat (colorable)
loadout-name-LoadoutHeadBandWhite = headband (colorable)
loadout-name-LoadoutHeadBeretWhite = beret (colorable)
loadout-name-LoadoutHeadPoppyWhite = hair flower (colorable)
Original file line number Diff line number Diff line change
Expand Up @@ -35,3 +35,15 @@ loadout-name-LoadoutItemBoxSurvivalSecurity = survival box (security)
loadout-name-LoadoutItemBoxSurvivalBrigmedic = survival box (corpsman)
loadout-name-LoadoutItemBoxSurvivalMedical = survival box (medical)
loadout-name-LoadoutItemBoxHug = box of hugs (clown)
loadout-name-LoadoutItemLighter = lighter (colorable)
loadout-name-LoadoutItemLighterCheap = cheap lighter (colorable)
loadout-name-LoadoutItemLighterFlippo = flippo lighter (colorable)
loadout-name-LoadoutItemDrinkShinyFlask = shiny flask (colorable)
loadout-name-LoadoutItemDrinkLithiumFlask = lithium flask (colorable)
loadout-name-LoadoutItemDrinkVacuumFlask = vacuum flask (colorable)
loadout-name-LoadoutItemPetMouse = pet mouse
loadout-name-LoadoutItemPetHamster = pet hamster
loadout-name-LoadoutItemPetMothroach = pet mothroach
loadout-name-LoadoutItemPetCockroach = pet cockroach
3 changes: 3 additions & 0 deletions Resources/Locale/en-US/loadouts/generic/mask.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
loadout-name-LoadoutMaskBandWhite = cloth mask (colorable)
loadout-name-LoadoutMaskNeckGaiterWhite = neck gaiter (colorable)
loadout-name-LoadoutMaskSterile = sterile mask (colorable)
4 changes: 4 additions & 0 deletions Resources/Locale/en-US/loadouts/generic/neck.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
loadout-name-LoadoutNeckOldMantle = old mantle (colorable)
loadout-name-LoadoutNeckUnathiMantle = unathi mantle (colorable)
loadout-name-LoadoutNeckTieWhite = suit tie (colorable)
loadout-name-LoadoutNeckBedsheetWhite = bedsheet (colorable)
11 changes: 11 additions & 0 deletions Resources/Locale/en-US/loadouts/generic/outerClothing.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
loadout-description-LoadoutOuterGhostSheet = Spooky...
loadout-description-LoadoutOuterCoatBomberjacket = A sleek bomber jacket.
loadout-description-LoadoutOuterCoatHoodieBlack = A warm hoodie.
loadout-description-LoadoutOuterCoatHoodieGrey = A warm hoodie.
loadout-description-LoadoutOuterCoatWinterCoat = For keeping nice and snug.
loadout-name-LoadoutOuterCoatHoodieGrey = grey hoodie (colorable)
loadout-name-LoadoutOuterCoatWinterCoat = winter coat (colorable)
loadout-name-LoadoutOuterCoatHyenhSweater = sweater (colorable)
loadout-name-LoadoutOuterWinterCoatLong = long winter coat (colorable)
loadout-name-LoadoutOuterCoatMNKWhiteHoodie = MNK hoodie (colorable)
Original file line number Diff line number Diff line change
Expand Up @@ -8,3 +8,9 @@ loadout-description-LoadoutShoesRed = Embrace the spirit of exploration with the
loadout-description-LoadoutShoesWhite = Elevate your style with these pristine white shoes, a symbol of innovation and progress.
loadout-description-LoadoutShoesYellow = Light up the space station with these radiant yellow shoes, bringing a burst of energy to your every step.
loadout-description-LoadoutShoesSlippersDuck = Quack up your downtime with these adorable duck slippers that waddle the line between comfort and quirkiness.
loadout-name-LoadoutShoesWhite = shoes (colorable)
loadout-name-LoadoutShoesBootsCowboyWhite = cowboy boots (colorable)
loadout-name-LoadoutShoesBootsCowboyFancy = fancy cowboy boots (colorable)
loadout-name-LoadoutShoesMiscWhite = misc shoes (colorable)
loadout-name-LoadoutShoesClothWrap = cloth foot wraps (colorable)
12 changes: 12 additions & 0 deletions Resources/Locale/en-US/loadouts/generic/uniform.ftl
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loadout-description-LoadoutUniformAncientJumpsuit = The legend of the Greytide.
loadout-name-LoadoutUniformJumpsuitColorWhite = jumpsuit (colorable)
loadout-name-LoadoutUniformJumpskirtColorWhite = jumpskirt (colorable)
loadout-name-LoadoutUniformMartialGi = gi (colorable)
loadout-name-LoadoutClothingJumpsuitKimono = kimono (colorable)
loadout-name-LoadoutClothingMNKOfficeSkirt = MNK office skirt (colorable)
loadout-name-LoadoutClothingMNKUnderGarment = MNK under garment (colorable)
loadout-name-LoadoutClothingMNKGymBra = MNK gym bra (colorable)
loadout-name-LoadoutClothingJumpsuitSuitWhite = business suit (colorable)
loadout-name-LoadoutClothingJumpsuitSuitWhiteAlt = business suit (alt, colorable)
loadout-name-LoadoutClothingJumpsuitSuitWhiteMob = mob suit (colorable)
2 changes: 0 additions & 2 deletions Resources/Locale/en-US/loadouts/head.ftl

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1 change: 1 addition & 0 deletions Resources/Locale/en-US/loadouts/itemgroups.ftl
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ character-item-group-LoadoutInstrumentsAny = Musical Instruments (Non-Musician)
character-item-group-LoadoutSmokes = Smokeables
character-item-group-LoadoutBoxKits = Survival Kits
character-item-group-LoadoutWritables = Writing Tools
character-item-group-LoadoutPets = Pets
# Job Specific Template
character-item-group-LoadoutJOBBackpacks = JOB Backpacks
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