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# Description
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With protection against flashes a bit more easily obtainable than before
(welding masks, sunglasses, engineering goggles, cyber eye traits, etc.)
and having thought about this idea before, I'd like to do a quick poll
on an idea I've had and would be willing to implement:
Instead of a Flash, give HeadRevolutionaries a Manifesto. They use this
(with a short doafter) on a person to convert them, spouting Rev
Ideology at them as the doafter runs. This will only be blockable by
* Mindshields
* Not being an intelligent creature
As a side-effect, Epistemics won't necessarily be the Prime First Target
to Rev anymore. Unless they want more books and they're in the library.
A head revolutionary will spawn with this book. It may also be found in
maintenance or bookshelves, though this is not common. This is to ensure
that _having_ the book does not immediately out you as a revolutionary.
The book has no charges, as opposed to flashes. This is balanced out by
the fact that you audibly spout revolutionary ideology and propaganda at
a target and that it takes a few seconds to do the conversion.
---
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<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/089d707b-9178-45b1-a38a-99f06ae5d9b1
</p>
</details>
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# Changelog
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🆑
- tweak: Changed the way Revolutionaries convert people. Instead of
flashes, they now use the Revolutionary Manifesto to 'persuade' new
conspirators. This has a small delay (three seconds) and will make you
speak propaganda at the target. Note that the book itself is not
contraband, and may also be found in other places. Only a Head
Revolutionary will be able to make use of its persuasive power,
however...
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new in-game item—the Revolutionary Manifesto—which
replaces previous flash-based conversion tools. It features distinctive
visual design and sound effects.
- Added a new method for sending in-game chat messages to all users,
enhancing communication capabilities.
- **Gameplay Updates**
- Head Revolutionary roles now convert others using the manifesto, with
updated narrative text, motivational speeches, and revised starting
gear.
- **Communication Enhancements**
- Improved in-game messaging systems streamline chat interactions for a
smoother experience.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 4f4c5be744332ba03245de0a5da8fd36255855f5)
* Add codeword highlighting (#30092)
* Added codeword highlighting
* Updated to support more codeword roles, color is set serverside
* Review feedback
* Change to a Component-based system using SessionSpecific
* Tidied up CanGetState, set Access restrictions on component
* Clean-up
* Makes the injection ignore brackets, restore some codewords, remove "Taste/Touch" from adjectives
* codewords translate
* one more
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
# Description
This refactors #510 and #553. #553 specifically was reverted and
re-implemented from scratch. As a consequence to all of this, the chat
system was refactored a bit too, hopefully for the best.
Changes:
- InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved
to shared and made serializable
- Added a method to wrap whisper messages to reduce code duplication in
chat system
- Both WrapPublicMethod and WrapWhisperMessage call the same generic
WrapMessage method, which allows to add speech verbs to whispers and
more. That method is also fully responsible for adding language markers
and deducing speech verbs now.
- Everything related to speech was moved out of LanguagePrototype and
into SpeechOverrideInfo. LanguagePrototype now holds an instance of
that.
- Added AllowRadio, RequireSpeech, ChatTypeOverride,
SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of
which are used in implementing the sign language.
- Suffered a lot
# TODO
- [X] Cry
- [X] Fix the sign language not displaying properly over the character.
- [X] Find a way to circumvent being unable to speak??
<details><summary><h1>Media</h1></summary><p>

See below
</p></details>
# Changelog
No cl no fun
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
* Adds option to disable character names in chat/speechbubbles
* Moved the coloring of names to clientside
* Move string functions to SharedChatSystem to avoid duplicate code in SpeechBubble.cs
* Changed to be put under Accessibility section
* Cache CVar
(cherry picked from commit 247be5b5c770261544f4e468ea09422efb0f7028)
* Add announce message length to UI and make a cvar for it
* Update comm console server-side trim to use the cvar
* Rely on the new OnTextChanged event
Because OnKeyBindUp only works for keys that have binds
* Add a similar indicator to nukies' war declaration UI
* Remove message length indicators for now cuz it requires the engine update
* Rename cvar slightly
* Refactor duplicated code to a helper method
* Remove message trimming from *Window class as it's better to live in the BoundUserInterface where the other message handling happens
* Rename to chat.max_announcement_length
(cherry picked from commit 8c5898b0065cd2cf196c0383bc99c57c0f11795b)
* Psionics
It's a ton of stuff relating to the basic Psionics system and all the powers.
I'm saving this as a bit of a sanity check before moving forward.
Left to do:
1. Implementing the Psionic faction so that the chat works as intended.
2. Adding the start-state cooldown timers to the actions.
* Cleaned up everything with the word 'Psionic' on it.
Got the psionic chat working. Got some other stuff working
* Some final psionic cleanup.
The last batch of content.
* Update RobustToolbox
* rebased
* Revert "Update RobustToolbox"
This reverts commit c0cf35d03f828f6ccfeb05fcffd91cf074818fc9.
* Update RobustToolbox
* Revert "Update RobustToolbox"
This reverts commit c4dc828df7912e063ea856b2a83a790bc88d1e09.
* Update RobustToolbox
* Psionics
It's a ton of stuff relating to the basic Psionics system and all the powers.
I'm saving this as a bit of a sanity check before moving forward.
Left to do:
1. Implementing the Psionic faction so that the chat works as intended.
2. Adding the start-state cooldown timers to the actions.
* Cleaned up everything with the word 'Psionic' on it.
Got the psionic chat working. Got some other stuff working
* Some final psionic cleanup.
The last batch of content.
* rebased
* Cleaned up everything with the word 'Psionic' on it.
Got the psionic chat working. Got some other stuff working
* Broken Commit
With these changes in place, the unit does not work. Recording them so i don't lose my work.
* Brings it All Together.
Dawn of the final Commit. Rebase completed.
* Update RobustToolbox
* Changed 'Station Events' to 'StationEvents' and cleaned up the Delta-V Events.yml file of duplicate events.
* Delete ghost_roles.yml
Duplicate.
* Update familiars.yml
* Update familiars.yml
* Update GlimmerReactiveSystem.cs
* Makes tinfoil hats craftable.
* Decided I'm not dealing with adding fugitives or Glimmer Wisps right now.
* Psionic invisibility won't work now that Eye component exists. Or at least, the integrator test won't psas.
* Update special.yml
* Added #nyanotrasen code or //Nyanotrasen code to many, many files.
* Properly fixes comments.
---------
Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Signed-off-by: PHCodes <47927305+PHCodes@users.noreply.github.com>
Co-authored-by: Debug <sidneymaatman@gmail.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>