https://wiki.yogstation.net/api.php?action=feedcontributions&user=Xoxeyos&feedformat=atomYogstation-13 - User contributions [en]2024-03-29T07:03:44ZUser contributionsMediaWiki 1.38.2https://wiki.yogstation.net/index.php?title=Lawyer&diff=41868Lawyer2023-07-04T00:35:58Z<p>Xoxeyos: Erased how Lawyers could renegotiate Devil contracts by hitting someone over the head with a NanoTrasen Employment contract. It was removed for "Lore reasons". See Here: https://github.com/yogstation13/Yogstation/pull/18672</p>
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<div>{{JobPageHeader<br />
|headerbgcolor=gray<br />
|headerfontcolor=white<br />
|stafftype=CIVILIAN & SECURITY<br />
|imagebgcolor=lightgray<br />
|img_generic=Generic_lawyer.png<br />
|img=lawyer.png<br />
|jobtitle=Lawyer<br />
|titles=Prosecutor, Defense Attorney, Paralegal, Ace Attorney<br />
|access=[[Law Office]], [[Courtroom]], [[Brig]]<br />
|additional=N/A<br />
|difficulty=Easy<br />
|superior=[[Head of Personnel]], [[Head of Security]]<br />
|duties=Advocate for prisoners, create law-binding contracts, ensure [[Security]] is following protocol and [[Space Law]]<br />
|guides=[[Space Law]], [[Guide to Trials]]<br />
|quote=My client being guilty doesn't mean I'm not going to argue his innocence, officer.<br />
|age=24}}<br />
The Lawyer is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|traitors]] in trials, suing [[Security Officer|security]], the [[Backstory#Nanotrasen|company]], [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing.<br />
<br />
'''Remember you are not security''', you are allowed to be a part of their comms channel as well as have some department access. They are a right and your job is to help prisoners receive fair treatment, not to antagonize security for doing their job.<br />
<br />
'''Bare minimum requirements:''' Talk to prisoners and try to get security to consider their rights when applicable.<br />
==Duties==<br />
You have a number of duties as the lawyer.<br />
*'''Consult on the law:''' Be present when people are imprisoned, so you can give the correct time. Be sure to explain the sentence for each crime and the total time. In some cases you may argue for reduced sentence times based on mitigating factors (e.g. clowning, insanity), but don't push the issue or you risk making it worse.<br />
*'''Ascertain guilt or innocence:''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Consult with the [[Detective]] about physical evidence brought against your client.<br />
*'''Get medical care for inmates:''' Because officers usually resume their patrol after arresting somebody, they'll appreciate it if you keep inmates healthy. Call for a [[Medical Doctor|medic]] if you are not able to do this yourself.<br />
*'''Clean up the [[Brig]]:''' You're going to spend most of your time here, so keep it clean! The warden needs the help; the brig is one of the messiest places on the station and is usually filled with blood or trash. Call for a [[janitor]] if you are not able to do this yourself.<br />
*'''Help released inmates out of the brig:''' When their time is up, bring them their belongings (sometimes they are kept in the evidence room), help them out of the brig, and make sure the warden or HoS sets their security record to "Released".<br />
*'''Participate in trials:''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the [[Head of Security|HoS]] that it would be entertaining. Fortunate lawyers may get the chance to defend high profile persons, like wizards.<br />
*'''Create law-binding contracts:''' As a Lawyer the easiest and most efficient way to get something done is to create contracts, despite popular belief. If you display these contracts to the Lawyer Gods, then you ''might'' get something nice from them.<br />
*'''Litigation:''' Health, safety, and human rights violations abound on the station, but be warned that actually getting anything done about it will test your law skills.<br />
==[https://forums.yogstation.net/index.php?threads/william-severights-law-school.1378/ Law School]==<br />
Always caution clients against saying anything about their alleged crimes to security. Don't ever openly talk to your client about charges, or they may incriminate themselves in front of security members. Ask to speak with clients privately in your office or the interrogation room. If security refuses, step right up to the cell door and whisper to your client, and ask any intrusive officers to please take a few steps back.<br />
===How to Make Friends and Win Cases ===<br />
As a defence lawyer, you are at an inherent disadvantage, you are in a position where you have to try to influence people who have more power than you and don't necessarily have to listen to you. They have uniforms, weapons and armour, you have a various administrative tools. They are part of a band of brothers, you are a lone wolf. You have to know when to be polite, respectful and helpful, and when to be forceful or even aggressive, all without being obnoxious.<br />
<br />
The best contact for you to try to get on good terms with is the [[warden]]. They will be your first and most common point of contact when a suspect is detained. They have the authority to set brig times. Usually the HoS will be out and about and the warden will be the one making the decisions. However, if the warden is a fascist jerk, you will need to make another friend (or at least business acquaintance) who is more reasonable. The HoS and Captain are great people to provide a sympathetic ear if you need to go over the warden's head. Rank-and-file sec officers and detectives can sometimes be useful, but typically just fall in line with their bosses.<br />
<br />
Regardless of who you deal with, be initially polite and then adjust depending on the level of courtesy and respect you receive, and whether politeness gets any results. Physically assaulting an officer will result in a loss of access, a demotion and criminal charges, and can anger the Lawyer Gods, so avoid this unless absolutely necessary.<br />
<br />
Although every individual is different, there are some common types of officer you will encounter, requiring different strategies:<br />
*'''The Timid Rookie:''' These enthusiastic whipper-snappers are keen on fighting antags, but have no idea what the hell they are doing, and have usually never read [[Space Law]]. They have little confidence when challenged which makes it relatively easy to persuade them to reduce or drop charges, or bully them into thinking they messed up even when they are doing their job properly. You can sometimes even completely make up laws, sentences or mitigate circumstances and they will believe you if you are forceful and authoritative sounding enough.<br />
*'''Tough but Fair:''' These are good cops who will not let you intimidate them and who will not back down when they are right, but will listen when you point out flaws in their charges or evidence. The best way to deal with them is to be respectful and give them due compliments when they concede a point and lower sentences or let suspects free. Do not antagonize them for no reason, or they become may less inclined to listen to you. Be grateful to have the opportunity to work with someone sane and competent.<br />
*'''The Thug:''' These guys think that the concept of "rights" for suspects is a joke, and resent your presence in the brig. They will, at best, try to ignore you completely, if they do not actively insult and threaten you. It is almost impossible to convince them of anything in character. Try to get someone who outranks them to set them straight, or put in a word to the gods to force them to correct themselves when they are unambiguously wrong. This type may end up revoking your access, arresting you, assaulting you, or killing you for doing your job (I told you the role was thankless). If things are completely hopeless and there is no way you can possibly get them to act like a human being, try throwing a donut at them and singing "this little piggy went to market," if your access was going to get revoked anyways.<br />
===Common Overcharges===<br />
There are a number of circumstances where more than one charge could be argued to apply to a crime. Security will usually err on the side of charging with the more serious offence. Your job is to argue for the less serious charge, or get them off completely. As a negotiating tactic, it may be helpful to initially suggest an excessively low charge, than "settle" on a harsher, but still reduced charge.<br />
*'''Attempted murder vs. Assault/Assault with a Deadly Weapon:''' Was the victim put into crit? No? Argue against an attempted murder charge until they concede or you collapse from exhaustion.<br />
*'''Grand Sabotage vs. Creating a Workplace Hazard:''' Unless intent can be proven, argue that your client is not malicious, just completely incompetent.<br />
*'''Grand Theft vs. Theft and Major Trespass vs. Trespass:''' Make sure that security doesn't take a liberal interpretation of the serious charges.<br />
*'''Repeat Offender:''' Security will try to use this permabrig the clown for slipping people with a banana peel twice or whatever. Try not to let them.<br />
===Excuses, Excuses===<br />
So, your client is in the interrogation room and a detective or cop is demanding answers. Think quickly of plausible reasons why the evidence could be false.<br />
*'''"We Have Eyewitness!"''' There are other people with the same suit! A suit could have been stolen! Did you actually see him committing the crime, or was he simply in the area? Where are the witnesses? I demand to hear from them, and demand my client be released if they don't testify!<br />
*'''"He Had Traitor Gear on Him!"''' He found that and was coming to security to report it! Are there other prints on it? Are you the officer that conducted the search and, if not, where is the officer who supposedly found it? That's just a normal pen! That's just a normal gasmask! Those are just normal shoes! That's just a balloon!<br />
*'''"We Have Forensic Evidence!"''' He bumped into that door earlier! He used that tool to repair something and then dropped it, someone else must have used it in a murder! He hugged the victim earlier!<br />
===Objections!===<br />
Nanotrasen trials tend to be hastily thrown together and messy. They are also put together by security/the prosecution, which places the defence at a huge disadvantage. There are many common practices they will try that you should fight until you are out of breath:<br />
*'''I am the Law!''' Object due to bias if the appointed judge is a member of security or a prosecution witness.<br />
*'''Prove a Negative!''' Object if you are asked to present a defence before the prosecution presents a case or charges are stated. It is impossible to defend yourself when you don't even know what you are defending against. The prosecution should always speak before the defence. If you are asked to "prove" your client's innocence, point out that it is impossible to do so and that the onus is on the prosecution to demonstrate guilt.<br />
*'''Double Jeopardy!''' If an absurdly guilty client is found “not-guilty,” it is not uncommon for security or prosecution members to be convinced that the trial was a “mistake” and attempt to detain your client for a new trial. The verdict is valid, defend it and get the Lawyer Gods involved if you have to.<br />
==Justice for All==<br />
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]<br />
You begin the round in your [[Law Office|office]] with a blue or purple [[suit]], brown [[shoes]], a [[briefcase]], 6 pieces of paper and a [[pen]], a [[PDA]], a security [[Headset|radio headset]] and a [[Box|box]].<br />
<br />
You'll need to ingratiate yourself with Security personnel; otherwise your shift as lawyer will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like "officer" when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the station. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it ''and'' take it away.<br />
<br />
As a lawyer it is advised you not attack Security personnel at all, even when they deserve it (fleeing is acceptable). If you're having trouble, seek the HoS's, HoP's, or Captain's help, as appropriate.<br />
==Justice for None==<br />
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''<br />
<br />
As a traitor, you have closer ties to security than anyone else. Officers may be in the brig alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.<br />
<br />
As a lawyer, you have access to the evidence room. If, heaven forbid, critical evidence were to somehow go missing prior to an important trial, it would be quite an embarrassment to security. Not to mention, there are all sorts of toys that end up there that might be of interest to someone with an appetite for theft or murder.<br />
<br />
In chaotic times, members of security are known to leave cuffs, armour, weapons and other equipment scattered across the floor of the brig before they rush out to deal with an emergency. They assume that if it is in the brig it is safe. Well, you or clients might have use for those items. Take them when nobody is looking, stash them in your office or anywhere else but on your person, and if asked say you don't know what happened to them.<br />
<br />
It is perfectly acceptable, and common practice, to ask to speak with your client alone in the interview room. It is also quite common that you, your client and the warden will be the only people in the brig. Now, if you happen to be...particularly sympathetic to enemies of Nanotrasen, this affords you an exceptional opportunity to assist an ally, ambush and neutralize the warden, and obtain an ID that gives you and your friend access to the armoury.<br />
<br />
Lawyers are expected to carry pens. You can put one in your PDA, suit jacket, belt, pocket or briefcase. Nobody will bat an eye or investigate if you have a paralysis pen. Lawyers are also expected to always have a case with them; take advantage of this stereotype and find a secure case in maint. Now you can hide all your devilish gear and nobody will be able to snatch it out when they slip you. Remember to use a screwdriver, then multi-tool to reset and set the code.<br />
<br />
Have an assassination objective? Frame your target, offer them your services as a lawyer, and act completely incompetent, "accidentally" incriminating your client and proving the prosecution's points. If you do an exceptional job, your target may end up with the death penalty, but even if that doesn't work, getting them brigged gives you an opportunity to take them out.<br />
<br />
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution. Be careful though because, due to your access, you'll quickly end up being implanted if you're not fast.<br />
<br />
If you find yourself dumbfounded by the fact that nobody respects your position, nobody cares nor wants to organize trials, and you're completely ignored by your target, you're always free to change your job at the HoP line. However HoPs rarely, if ever, check your headset for the Sec Encryption Key, so you can be a traitor [[Engineer]] or [[Assistant]] and gain the advantage over sec that most traitors do not have.<br />
=Tips=<br />
*Items that may prove useful to you, but aren't available straight away are:<br />
**[[File:SGlasses.png]]Sunglasses: These will protect you from flashers in the brig. The warden has two pairs of non-security HUD sunglasses in his office, and it is common practice to distribute them to lawyers. Ask politely. If denied, try politely persisting. If denied, the excuse will usually be that security is not setting up flashers. Point out that the cell flashers can still get you if you stand near. If they still say 'no', don't push it; this is not worth getting your access revoked over.<br />
**[[File:Hudsunglasses.png]]Security HUD glasses: These will be much harder to convince sec to give you. Don't push it, but if you happen to meet a particularly accommodating [[Warden]] or [[Head_of_Security|HoS]], take them up on it. These will help you identify people who are set to arrest and assist them before they are even detained.<br />
**[[File:Camera.png]]Camera: Will help you document abuses of suspects. Some librarians have no interest in journalism; try asking them for theirs or see the [[Gift Shop]].<br />
**[[File:Medikit.png]]Medical kits: Prisoners are often detained, battered and not provided access to healthcare. Try to get your hands on a medkit to help them out.<br />
**[[File:Spacelaw.png]]Books: It doesn't hurt to entertain prisoners if they and you have nothing else to do and you are not busy.<br />
{{Jobs}}<br />
[[category: jobs]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Heretic&diff=39856Heretic2022-10-04T04:49:44Z<p>Xoxeyos: tells people that they need to use their living heart alongside their target's dead body in order to sacrifice them.</p>
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<div>{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = green<br />
|stafftype = ENEMY<br />
|imagebgcolor = green<br />
|img_generic = <br />
|img = Heretic1.png<br />
|jobtitle = Heretic<br />
|access = Wherever your job has access to<br />
|additional = Wherever you can break into or teleport to.<br />
|difficulty = '''HARD'''<br />
|superior = Forgotten Gods<br />
|duties = Find influences, notice they all have been taken. Sacrifice people and ascend as a vessel of your god<br />
|guides = This is the guide. <br />
|quote = 'ADMINS HALP HOW DO I SACRIFICE PEOPLE'<br />
}}<br />
"''Forgotten, devoured, gutted. Humanity has forgotten the eldritch forces of decay, but the mansus veil has weakened. We will make them taste fear again...''"<br />
<br />
So you're a heretic? Well, get ready for some magic and battle. Grab those influences, make some sacrifices, and ascend to godhood.<br />
==Basics==<br />
You are a nasty little bookworm in search of truth and power, and you have arrived on a station ripe with opportunities. The ultimate goal of a heretic, aside from completing their standard traitor objectives, is to gain power points to unlock their abilities.<br />
<br />
You can increase your power in two ways: harvesting magic energies from the eldritch influences around the station, or by sacrificing any crew members your dark patrons may hunger for. To aid this task, you start with two items and a spell:<br />
* [[File:Heretic_forbidden_book.png]] The '''Codex Cicatrix''', used to draw runes and research.<br />
*[[file:heart.png]] The '''Living Heart''', used to transmute and find your targets.<br />
*[[File:mansus_grasp.gif]] '''Mansus Grasp''', a modular spell that, without upgrades, lets you touch a target to cause knockdown and light burn damage on a 15 second cooldown. As you grow in power, your Grasp will gain additional effects.<br />
All of these are critical to your ascension, so don't lose them, and keep them hidden from security!<br />
Should you lose these occult items, you can transmute new ones using your victims, and items around the station.<br />
*In order to transmute a new '''Codex Cicatrix''', you'll need human flesh, a pair of eyes, a bible, and a pen.<br />
*Transmuting a new '''Living Heart''' requires a new heart, a splatter of blood, and a poppy flower.<br />
[[file:reality_fracture.gif]] '''Influences''' are the easy way to gain power points. Whenever there are heretics aboard Space Station 13, influences will randomly spawn across the station after sometime into the shift. Initially, influences flicker with bursts of energy similar to electricity, have randomized names, and can only be seen by heretics. To harvest an influence, simply hit it with your codex and remain still for a short period. After being harvested, the influence will lose it's electric-like bursts, gain a yellow glow with a rainbow border originating from the middle, change their name to '''pierced reality''', and become visible to the entire crew. Influences can only be harvested once, so don't waste time trying to collect those that other heretics have already taken!<br />
<br />
[[file:reality_fracture_harvested.gif]] An already harvested influence. Notice the glow.<br />
<br />
<br />
Once you have some power points, it's time to '''research'''! Simply use your codex in-hand to open the research menu and spend your points on abilities. The research menu forms a branching tree (see below), and your first selection will be to commit to a '''path''' that defines your initial abilities and final ascension. You can earn abilities from other paths to a limited degree, but overall your chosen path will heavily influence your playstyle.<br />
<br />
Eventually, you'll need to start using proper magics. By hitting any empty tile with your codex, you'll begin to draw a '''transmutation rune'''. These runes are green and take up a 3x3 area, and while they can go under other objects, it's best to keep them clear for transmutation purposes. You can remove runes by hitting them with your codex again, and freely use other heretics' runes. To '''transmute''', simply click the rune with an empty hand while the appropriate object(s) are on top of it, making sure that nothing else is in the way.<br />
<br />
<br />
[[file:heretic_blade.png]] The '''Heretic Blade''' will be your first unlocked research. It can be created by transmuting a common knife with a secondary ingredient based on your path, and serves as a powerful melee weapon. As with the Mansus Grasp, your blade will be upgraded by your research over time. If you lose your blade, simply transmute a new one. A shank can be quickly crafted and used in all transmuting ingredients to make a new Heretic blade. <br />
<br />
<br />
The most important use of your rune is '''sacrificing'''. To get a sacrifice target, drop your living heart onto a rune and transmute it with nothing else present, making sure your codex is in your inventory. You'll be given a target, and can then squeeze your living heart by using it in-hand to get a vague idea of where your target is. Kill them, drag them back to a rune, and transmute their body along side your living heart to messily sacrifice them and earn a power point.<br />
<br />
Between influences and sacrifices, you'll eventually unlock more and more abilities; the last ability will be your '''ascension''', which guarantees a greentext and gives you massively powerful benefits or transformations. Once you've ascended, all that's left is to unleash your fury upon the crew! Use all of your powers to slaughter everybody who dares stand up to you, or just bask in your dark glory.<br />
===Paths===<br />
There are different aspects of the arcane to which you can devote yourself. While all rituals and spells can be learned, your first and most important choice will decide how your weapon [[file:heretic_blade.png]] and grasp [[file:mansus_grasp.gif]] will evolve, and how your final ascension will transform you.<br />
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"<br />
! style="background-color:green" width="140px" |Path<br />
! style="background-color:green" width="140px" |Name<br />
! style="background-color:green" width="830px" |Description<br />
|-<br />
!Path of Ash<br />
|Nightwatcher's secret<br />
|The Path of Ash revolves around fire, mobility, crowd control and being a sneaky fucker that can jaunt while handcuffed. It grants the most forgiving abilities for a new heretic, such as the aforementioned jaunt and a potential mass heal, and is highly recommended for first-timers. It doesn't have the most powerful abilities until the later game, but it is still enjoyable. Ascending gives you the power to burn down the station in a living tornado of flame.<br />
|-<br />
!Path of Rust<br />
|Blacksmith's Tale<br />
|The Path of Rust is about healing, corruption and brute forcing through all obstacles, at the cost of stealth. Rust gives you abilities that can one shot silicons, fry any electronics, destroy any turfs and take down any non-living being, while creating rusted tiles and healing while standing on them. Rust also grants access to some pretty powerful spells, making it a difficulty middle ground. Ascending grants you unparalleled healing and survivability.<br />
|-<br />
!Path of Flesh<br />
|Principle of Hunger<br />
|The Path of Flesh focuses on resurrection and summoning player-controlled minions. Heretics on this path gain almost no offensive or defensive abilities and rely heavily on stockpiling corpses, but Flesh offers many fun and powerful tools to those who can make it to the end, making it the hardest path overall for inexperienced heretics. Ascending allows you to shed your human form and become something much greater.<br />
|}<br />
===Abilities===<br />
Below is a table with all your abilities. Upon choosing a path, you begin at the top of the tree, moving straight downwards; the first few abilities you unlock are thus based on your path. However, some abilities are located between paths, and can be unlocked by moving sideways once you're adjacent to them. With enough points, you can theoretically unlock all of these 'neutral' abilities, as well as dipping into other paths' abilities, but you can only ever unlock '''one Mark''' and '''one Blade/Steel''' ability, and you can only unlock '''the ascension that matches your starting path'''.<br />
<br />
In the below tree, '''dark''' colored abilities can only be obtained by starting on the corresponding path, '''green''' abilities are "neutral" abilities that you can use to cross paths, and '''light''' colored abilities can be earned by any path by first going through the neutral ones.<br />
<br />
<br />
{| style="text-align: center; border-spacing: 0px;"<br />
|- style="background-color:#2aab2a;"<br />
|<br />
! scope="col" style="background-color:#a1a1a1; border-style: solid; border-width: 5px 5px 3px 5px" |<span style="font-size:larger">'''Path of Ash'''</span><br />
|<br />
! scope="col" style="background-color:#e34363; border-style: solid; border-width: 5px 5px 3px 5px" |<span style="font-size:larger">'''Path of Flesh'''</span><br />
|<br />
! scope="col" style="background-color:#c5673e; border-style: solid; border-width: 5px 5px 3px 5px" |<span style="font-size:larger">'''Path of Rust'''</span><br />
|<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px" |'''Locksmith's Secret'''<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px" |'''Principle of Hunger'''<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px" |'''Blacksmith's Tale'''<br />
|<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 0px 2px" |[[File:ash_blade.png]] <br>Follow the ashen path. <br> Transmute a knife with a pile of ash for an ashen blade.<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 0px 2px 0px 2px" |[[File:flesh_blade.png]] <br>Follow the flesh path. <br> Transmute a knife and a pool of blood into a flesh blade.<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 0px 2px 0px 2px" |[[File:rust_blade.png]] <br>Follow the rust path. <br> Transmute a knife and a trash item into a rusty blade.<br />
|<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px" |'''Grasp of Ash'''<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px" |'''Grasp of Flesh'''<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px" |'''Grasp of Rust'''<br />
|<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:mansus_grasp.gif]] <br>Your mansus grasp now flings opponents away from you.<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:mansus_grasp.gif]] <br>Your mansus grasp now raises dead players into subservient ghouls, this does not work on husks or mindshielded people and husks the person it's used on.<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:mansus_grasp.gif]] <br>Your mansus grasp now deal 500 damage to inorganic matter. Rusts any surface it's used on, and destroys any surface that is already rusty.<br />
|<br />
|- style="background-color:#6EE270;"<br />
| style="border-left:solid 10px #eb7541; border-right:dashed 2px;" |'''Priest's Ritual'''<br />
| style="background-color:#c1c1c1; border-right:dashed 2px;" |'''Ashen Shift'''<br />
| style=" border-right:dashed 2px;" |'''Ashen Eyes'''<br />
| style="background-color:#f58da2; border-right:dashed 2px;" |'''Imperfect Ritual'''<br />
| style=" border-right:dashed 2px;" |'''Armorer’s ritual'''<br />
| style="background-color:#eb7541; border-right:dashed 2px;" |'''Leeching Walk'''<br />
| style="border-right:solid 10px #c1c1c1;" |'''Priest's Ritual'''<br />
|- style="background-color:#6EE270;"<br />
| style="border-left:solid 10px #eb7541; border-right:dashed 2px;" |[[file:heretic_flask.png]] <br>Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything.<br />
| style="background-color:#c1c1c1; border-right:dashed 2px;" |[[file:ashen_shift.gif]] <br>A jaunt spell that makes you immaterial and pass through walls. <br>Very short duration, you will only manage 5-6 tiles in a straight line.<br />
| style=" border-right:dashed 2px;" |[[file:heretic_medallion.png]] <br>Transmute a shard of glass with eyes organ to produce an amulet of heatvision. <br> You can see better in the dark, and can see living beings through walls.<br />
| style="background-color:#f58da2; border-right:dashed 2px;" |[[file:poppy.png]] <br>Transmute a corpse and a poppy into a voiceless dead: follows the same rule as ghouls (doesn't work on husks, husks the victim on use, doesn't work on people with mindshields) but they are mute and have 50hp. <br> Limit of 2 at a time.<br />
| style=" border-right:dashed 2px;" |[[file:heretic_armor.gif]] <br>Transmute a table (built) and a gasmask to create a suit of armor. The suit more or less halves damage received.<br />
| style="background-color:#eb7541; border-right:dashed 2px;" |[[file:rusted_floor.png]] <br>You slowly heal while standing on rusted tiles.<br />
| style="border-right:solid 10px #c1c1c1" |[[file:heretic_flask.png]] <br>Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything.<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px" |'''Mark of Ash'''<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px" |'''Mark of Flesh'''<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px" |'''Mark of Rust'''<br />
|<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:ash_blade.png]] <br>Your grasp applies ash marks on hit. Touch a marked person with your blade to deal stamina damage and burning. <br> The burning spreads to other people, becoming a bit stronger each time.<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:flesh_blade.png]] <br>Your grasp applies flesh marks on hit. Touch a marked person with your blade to make them bleed profusely.<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:rust_blade.png]] <br>Your grasp applies rust marks on hit. Touch a marked person with your blade to deal 100 damage to the majority of the gear they are carrying.<br />
|<br />
|- style="background-color:#6EE270;"<br />
| style="border-left:solid 10px #eb7541; border-right:dashed 2px;" |'''Curse of Corrosion'''<br />
| style="background-color:#c1c1c1; border-right:dashed 2px;" |'''Curse of Blindness'''<br />
| style=" border-right:dashed 2px;" |'''Curse of Paralysis'''<br />
| style="background-color:#f58da2; border-right:dashed 2px;" |'''Raw Ritual'''<br />
| style=" border-right:dashed 2px;" |'''Blood Siphon'''<br />
| style="background-color:#eb7541; border-right:dashed 2px;" |'''Aggressive Spread'''<br />
| style="border-right:solid 10px #c1c1c1;" |'''Curse of Corrosion'''<br />
|- style="background-color:#6EE270;"<br />
| style="border-left:solid 10px #eb7541; border-right:dashed 2px;" |[[file:decal_bio.png]] <br>Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to curse them for 2 minutes of vomiting and slight organ damage.<br />
| style="background-color:#c1c1c1; border-right:dashed 2px;" |[[file:SGlasses.png]] <br>Transmute a pair of eyes, a knife and a pool of blood with an object that the victim has touched to curse them with 2 minutes of complete blindness.<br />
| style=" border-right:dashed 2px;" |[[file:wheelchair.png]] <br>Transmute a knife, pool of blood, left and right leg, a hatchet and an item that the victim touched to curse them for 5 minutes of leg paralysis.<br />
| style="background-color:#f58da2; border-right:dashed 2px;" |[[file:raw_prophet.png]] <br>Transmute eyes, a left arm, right arm and a pool of blood into a Raw Prophet. Raw prophets have increased seeing range, as well as Xray. But are very fragile and weak.<br />
| style=" border-right:dashed 2px;" |[[file:blood_siphon.gif]] <br>A touch spell that steals a bit of life from others to heal you.<br />
| style="background-color:#eb7541; border-right:dashed 2px;" |[[File:corrode.gif]]<br>Spreads rust to nearby turfs. Destroys already rusted walls.<br />
| style="border-right:solid 10px #c1c1c1" |[[file:decal_bio.png]] <br>Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to them for 2 minutes of vomiting and slight organ damage.<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px" |'''Fiery Blade'''<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px" |'''Bleeding Steel'''<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px" |'''Toxic Blade'''<br />
|<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:ash_blade.png]] <br>Your blade adds firestacks to those you attack, as well as igniting them.<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:flesh_blade.png]] <br>Your blade causes additional bleeding to those you attack.<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px" |[[File:rust_blade.png]] <br>Your blade additionally injects its victims with a small amount of eldritch water.<br />
|<br />
|- style="background-color:#6EE270;"<br />
| style="border-left:solid 10px #eb7541; border-right:dashed 2px;" |'''Cleave'''<br />
| style="background-color:#c1c1c1; border-right:dashed 2px;" |'''Fiery Rebirth'''<br />
| style=" border-right:dashed 2px;" |'''Ashen Ritual'''<br />
| style="background-color:#f58da2; border-right:dashed 2px;" |'''Lonely Ritual'''<br />
| style=" border-right:dashed 2px;" |'''Rusted Ritual'''<br />
| style="background-color:#eb7541; border-right:dashed 2px;" |'''Entropic Plume'''<br />
| style="border-right:solid 10px #c1c1c1;" |'''Cleave'''<br />
|- style="background-color:#6EE270;"<br />
| style="border-left:solid 10px #eb7541; border-right:dashed 2px;" |[[file:cleave.png]] <br>A ranged spell that gives bleeding wounds to the target and those around them.<br />
| style="background-color:#c1c1c1; border-right:dashed 2px;" |[[file:onfire.gif]] <br>Drains nearby alive people that are engulfed in flames. It heals 10 of each damage type per person. If a person is in critical condition it finishes them off.<br />
| style=" border-right:dashed 2px;" |[[file:ashman.png]] <br>Transmute a pile of ash, a head and a book to summon an ashman. Ashmen have ashen shift, and a spell that lets them send off a great wave of fire.<br />
| style="background-color:#f58da2; border-right:dashed 2px;" |[[file:stalker.png]] <br>Transmute a knife, a flower, a pen and a piece of paper to summon a Stalker. Stalkers can shapeshift into different creatures to blend in, inheriting their stats.<br />
| style=" border-right:dashed 2px;" |[[file:rust_walker.png]] <br>Transmute a vomit pool, a head and a book to summon a Rust Walker. Rust walkers can walk around and shoot waves of rust.<br />
| style="background-color:#eb7541; border-right:dashed 2px;" |[[file:entropic_plume.png]] <br>A spell that creates a cloud in front of the user, confusing and blinding anyone caught inside as well as rusting anything it covers.<br />
| style="border-right:solid 10px #c1c1c1" |[[file:cleave.png]] <br>A ranged spell that gives bleeding wounds to the target and those around them.<br />
|- style="background-color:#2aab2a;"<br />
|<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px" |'''Ashlord's Rite'''<br />
|<br />
| style="background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px" |'''Priest’s Final Hymn'''<br />
|<br />
| style="background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px" |'''Rustbringer’s Oath'''<br />
|<br />
|-<br />
|- style="background-color:#2aab2a;"<br />
|[[File:heretic_rune.png]]<br />
| style="background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px" |[[file:decal_fire.png]]<br> Transmute 3 corpses to ascend and become immune to fire/cold and space. You gain two spells: to surround yourself with fire for a minute, and to send off a massive fire wave like ashmen.<br />
|[[File:heretic_rune.png]]<br />
| style="background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px" |[[file:terror_of_the_night_armsy.png]]<br>Transmute 3 corpses to ascend as Lord of the night or summon a terror of the night.<br />
|[[File:heretic_rune.png]]<br />
| style="background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px" |Transmute 3 corpses to ascend. While on rust tiles, your healing is tripled. Rust also spreads from the ritual's rune.<br />
|[[File:heretic_rune.png]]<br />
|}<br />
===Tips===<br />
*If your transmutations are failing, make sure your codex is on your person!<br />
*Many unlockable transmutations require body parts or whole corpses. You can get these from your victims, as well as by raiding the Morgue, or with the correct access, turning monkeys into catatonic humans.<br />
*Even if you never fight other heretics, you're inherently at odds with them. Each influence can only be harvested once, so the heretic that goes the fastest and grabs the most influences first has to do less killing and sacrificing to reach their ascensions.<br />
*As a heretic, access is more important than ever! The more areas you can easily access, the more influences you'll be able to snag. Getting all access can be a godsend, and knowing how to either hack or talk your way into other departments can help you beat other heretics to the free points.<br />
*Even after ascension, you aren't completely invincible. Don't get too hasty and end up eating a barrage of deadly lasers to the face.<br />
*Crew will attempt to block off influences and keep an eye on them. Do not get caught standing near one for too long or you might be asked for a shake down.<br />
*No matter which heretic blade you choose, each one will have an option to destroy it. Afterwards, it will teleport you to a random spot on the Z level. This provides a very good last ditch option for escaping the authorities or avoiding a shakedown. <br />
*With rust you can practically melt through walls. Use this to your advantage when you and other heretics end up in the [[Brig]]. <br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category:Jobs]]<br />
[[Category:Game Modes]]<br />
[[Category:Guides]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Guide_to_contributing_to_the_wiki&diff=39725Guide to contributing to the wiki2022-09-27T00:54:52Z<p>Xoxeyos: Typofix</p>
<hr />
<div>== Foreword ==<br />
Welcome to contributing to the Yogstation Wiki - we're happy to have you here. This wiki would not be possible to maintain without the help and dedication of players and staff alike. In a game as complex as Space Station 13, having an up to date wiki is critical to properly enjoy it. Thank you for taking your time.<br />
== Getting Started ==<br />
https://forums.yogstation.net/forums/wiki-team-applications.290/=== Your account ===<br />
As a first order of business, in order to edit pages a wiki account is '''required''' - this is a method to reduce the possibility of grief showing up on the wiki itself. To obtain a wiki account, use the '''Create account''' button at the top right of the page. You will need to confirm your email address before you will be able to make changes to the wiki.<br />
<br />
In order to both maintain a minimum level of quality on the wiki and to limit the damage of grief, edits made by new accounts will not be immediately visible, once you save an edit, the wiki staff will get a notification of your edit so that your edit may be reviewed, potentially edited and then approved or rejected. During the review process, you will still be able to further edit the page while your edit is being reviewed but try to avoid submitting incomplete edits. The wiki staff patrols change logs to correct small errors and combat intentional misinforming edits, so please be mindful and be ready to explain your edit if it raises a red flag. The best way to prevent misunderstandings is adding proper summaries for all your edits. Once you've created your account, don't be afraid to jump in and start correcting and adding to pages.<br />
<br />
Once you have a few edits under your name, feel free to apply to join the wiki team at https://forums.yogstation.net/forums/wiki-team-applications.290, this will allow you to create new pages and bypass the need to have your edits manually reviewed by the wiki staff.<br />
<br />
=== [[Wikicode]] ===<br />
Wikicode is the syntax used by all Wikipedias, including this one. It is not hard to pick up: Don't hesitate to read [[Wikicode|our internal guide]] or the [https://en.wikipedia.org/wiki/Help:Wiki_markup wikipedias official article]. The syntax and options might seem daunting at first, but remember that you can edit allmost all articles with this 5 minute crash course:<br />
{| class="wikitable mw-collapsible mw-collapsed" width="800"<br />
! colspan="3"| Most used wikicodes<br />
|-<br />
! Formatting<br />
! Code<br />
! Example<br />
|-<br />
! Bold<br />
| <pre><nowiki>Quite a '''bold''' move, Mr Bond</nowiki></pre><br />
| Quite a '''bold''' move, Mr Bond<br />
|-<br />
! Italic<br />
| <pre><nowiki>Do you ''really'' want that drink?</nowiki></pre><br />
| Do you ''really'' want that drink?<br />
|-<br />
! Italic & bold<br />
| <pre><nowiki>No! '''''Please'''''! NO!</nowiki></pre><br />
| No! '''''Please'''''! NO!<br />
|-<br />
! Sections<br />
| <pre>= Level 1 =<br />
== Level 2 ==<br />
=== Level 3 ===<br />
==== Level 4 ====<br />
===== Level 5 =====</pre><br />
| [[File:Wiki header example.png]]<br />
|-<br />
! Link (Internal)<br />
| <pre><nowiki>Check [[Wikicode]] or [[Wikicode|click here fore more]]</nowiki></pre><br />
| Check [[Wikicode]] or [[Wikicode|click here fore more]]<br />
|-<br />
! Link (External)<br />
| <pre><nowiki>http://en.wikipedia.org/wiki/Help:Wiki_markup</nowiki></pre><br />
| [https://en.wikipedia.org/wiki/Help:Wiki_markup http://en.wikipedia.org/wiki/Help:Wiki_markup]<br />
|-<br />
! Link (External, Custom)<br />
| <pre><nowiki>[http://en.wikipedia.org/wiki/Help:Wiki_markup click me]</nowiki></pre><br />
| [https://en.wikipedia.org/wiki/Help:Wiki_markup click me]<br />
|-<br />
! List (Unordered)<br />
| <pre>* Talk shit<br />
* Get hit</pre><br />
| <br />
* Talk shit<br />
* Get hit<br />
|-<br />
! List (Ordered)<br />
| <pre><nowiki># Stop<br />
# Drop<br />
# Roll</nowiki></pre><br />
| <br />
# Stop<br />
# Drop<br />
# Roll<br />
|}<br />
Wikicode is what salt is for food. Of course you can cook without salt, but well-prepared foods and texts are clearly more enjoyable. Instead of having a page be a long meandering paragraph, Wikicode allows information to be broken up and changed in appearance for greater clarity, such as the section headings shown in this guide.<br />
<br />
It is allright if you really don't want to deal with wikicode. You can still help by writing and correcting texts and have the wiki staffers add the formatting later. Just add something like <code>TODO - NEEDS FORMATTING</code> in your edit-summary to make it easier to detect.<br />
=== Questions? ===<br />
There are a few concepts that drive Wiki functionality, and this guide will attempt to touch on the very basics that you'll need to get in and get going. If you have questions regarding more advanced topics, you are allways welcome to ask in the above mentioned [{{Constant/Discordurl}} #wiki-public].<br />
== What needs doing? ==<br />
The Yogstation Wiki is an utterly massive project, and the [[Contributors#Wiki_Staff|active wiki staff team]] is small, comparatively. Most everywhere you look there is out-of-date information, duplicate guides, broken links, unintelligible references. The Wiki Team attempts to keep core pages up to date and patrolled, but there are many pages on the periphery in dire need of attention.<br />
<br />
A good place to start is by analysing your strengths and the completeness of your knowledge within the context of Space Station 13, and then attempting to revise or update material relevant to that. If you are a person who plays Roboticist every round, then take a moment to look over the [[Roboticist]] page and verify the information there - add tips and tricks that you've picked up; publish a new guide page for some advanced facet of the position - in short, play to your strengths when editing and contributing, otherwise information can be left worse off than when it started.<br />
=== Content revisions ===<br />
Once you are done reviewing your favourite articles / randomly browsing the wiki, check its list of pages which need revisions: '''[[:Category:Needs revision]]'''. Revision flags on Jobs or Guides tend to take highest priority, as these are the pages utilized the most by Wiki visitors.<br />
<br />
As a recommendation, if you wish to work on a page uninterrupted and not worry about other users editing the same thing while you are working, you can mirror the page in to your personal [[Special:MyPage/Sandbox|sandbox]] area or anywhere in your own pages. This will create a "localized" copy that you can change unfettered by interference by others.<br />
<br />
'''Additionally, if you are revising a page, PLEASE put a summary in the Summary section of your editing window towards the bottom of the page. This will help Wiki Staff immensely when patrolling the moderation queue.'''<br />
=== Mark articles ===<br />
Whenever you find a page that needs some work you can't do / you want to do later, make sure to mark it. Marking an article will not only insert a nice obvious note, it will temporarily add the page to a category. These categories serve as todo-lists, which is very convenient. As long as you don't mark every single page in existence, this alone will be helpful.<br />
<br />
When tagging articles, make sure to use <code><nowiki>~~~~</nowiki></code> wherever possible, since this will automatically insert your post-details like this: '''[[User:Helpful Herbert|Helpful Herbert]] ([[User talk:Helpful Herbert|talk]]) 23:30, 24 April 2020 (UTC)'''.<br />
{| class="wikitable"<br />
!Category<br />
!When to mark<br />
!How to mark (insert anywhere in the article)<br />
|-<br />
|[[:Category:Candidate for deletion]]<br />
|Article is not needed anymore<br />
|<code><nowiki>{{Delete|to set an example|~~~~}}</nowiki></code><br />
|-<br />
|[[:Category:NPA]]<br />
|The article '''N'''eeds '''P'''ictures '''A'''dded<br />
|<code><nowiki>{{NPA}}</nowiki></code><br />
|-<br />
|[[:Category:Citation needed]]<br />
|Rarely used, as this wiki doesn't have a very academic style<br />
|<code><nowiki>{{Citation needed}}</nowiki></code><br />
|-<br />
|[[:Category:Needs_revision]]<br />
|Something is wrong, needs to be checked, rewritten or any other kind of work like formatting<br />
|<pre><nowiki>{{Needs revision<br />
|reason=Full review required<br />
|user=~~~~<br />
}}</nowiki></pre><br />
|-<br />
|[[:Category:Needs_critical_revision]]<br />
|Large rewrites needed<br />
|<pre><nowiki>{{Needs critical revision<br />
|reason = The guide on this page is out of date.<br />
|user = ~~~~<br />
}}</nowiki></pre><br />
|-<br />
|[[:Category:Stub]]<br />
|For articles without content / barebones structure.<br />
|<code><nowiki>{{Stub|to set an example|~~~~}}</nowiki></code><br />
|-<br />
|[[:Category:Outdated images]]<br />
|Image is outdated<br />
|<code><nowiki>{{Outdated}}</nowiki></code><br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" width="100%"<br />
! Example: Needs revision<br />
|-<br />
|{{Needs revision|reason=REASON}}<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" width="100%"<br />
! Example: Flag for deletion<br />
|-<br />
|<br />
{| width="60%" bgcolor="#ff6666" align="center"<br />
|align="center"|[[File:Dead.png]] <font size='4'>'''THIS PAGE HAS BEEN MARKED FOR DELETION'''</font> [[File:Dead.png]]<br />
|-<br />
|align="center"|For the following reason: ''{{{1|REASON}}}''. Tagged by: {{{2|NAME}}}[[Category:candidate for deletion|{{FULLPAGENAME}}]]<br />
|}<br />
|}<br />
=== New pages ===<br />
New content is constantly being added to Space Station 13, which requires new tutorials and guides and information. Before you begin a new page, '''please search thoroughly and completely for an existing or similar page to avoid creating duplicate guides or pages'''. If you can't find it or anything related to it, you are clear to start a page yourself! This can be done simply by plugging in the title of the page you would like to create in the Search Bar in the top right - if nothing is found in the Wiki databanks, you will be prompted to create a new page under that title; this will generate a blank page that you can begin formatting and filling in with your information. It is highly recommended that you first assess the type of page you are trying to make, i.e. is it a new guide? is it a new job? and then navigate to pages that exist within that same familial typing and copy the formatting over to your new page. This will save you a lot of work in the end, as well as standardize the formatting across your new page and existing ones of the same type.<br />
=== Give Me Moar ===<br />
Still not enough huh? Well here we go: [[:Category:WikiCoordination]] is a used as an internal starting-point for coordinating things in need of doing. At this point you might want to have a talk with the wiki staff about coordinating your efforts with them.<br />
Other useful links include:<br />
* '''Categories:''' [[Special:Categories|Used]], [[Special:UnusedCategories|unused]] and [[Special:WantedCategories|wanted]]<br />
* '''Templates:''' [[Special:MostLinkedTemplates|Used]], [[Special:UnusedTemplates|unused]] and [[Special:WantedTemplates|wanted]]<br />
* '''Files:''' [[Special%3AListFiles|All]], [[Special:UnusedFiles|unused]] and [[Special:WantedFiles|wanted]]<br />
* '''All pages:''' [[Special:AllPages|All existing pages]] and [[Special:WantedPages|Wanted pages]]<br />
== [[Styleguide|Guidelines]] ==<br />
As often in life, ''what'' you do is as important as ''how'' you do it. These are not ''enforced'' rules, but use your best judgment (or preferably just ask) when to divert from these suggestions.<br />
<br />
Really, '''[[Styleguide|READ THEM]]'''<br />
== Advanced Topics ==<br />
The following guides should eventually be moved to separate articles to not overload this guide.<br />
=== Guide to Writing and Revising a Guide ===<br />
Always keep in mind what the guide pages on this Wiki are for. They are so new players can quickly glean relevant information about the role they have chosen, or been chosen for, or about mechanics of the game on the whole.<br />
<br />
'''A good guide generally consists of:'''<br />
* A brief introduction or overview of what the guide is going to be describing or accomplishing.<br />
* A detailed run down of the various topics mentioned above, with sectioning and sub-sectioning for clarity and ease of access.<br />
* Images and visual information where needed and appropriate.<br />
* Reference links or further reading material to give a grasp of content adjacent or connected to the topic at hand - for example, the Cook job page has links to the Guide to Food and Guide to Drinks, as these are relevant.<br />
* A conclusion which ties together all the above information and seeks to reiterate the material covered prior.<br />
Poorly formatted or written guides can make it hard to convey relevant information and may be discouraging to newer players.<br />
<br />
'''Extra tips:'''<br />
* Keep your facts correct and as the primary focus.<br />
* If you are writing a basic guide, '''keep it basic''', and put the advanced topics on a separate page.<br />
* Make use of formatting, tables, white space, headings, and other methods to draw attention and give direction to critical points of information<br />
=== Images ===<br />
What would articles be without proper icons of things like ingame-items.<br />
<br />
If you have image files to attach, you can upload them via the [[Special:Upload|Upload File]] link on the left toolbar (also accessed by Alt-Shift-U keyboard command), and then add them to the page they're intended for. <br />
<br />
For item images, it is appreciated if the image has a blank background and is in the .gif or .png format. <br />
<br />
For most ingame assets, the easiest way to add images of them is to download the [[Downloading the source code#Downloading|source code]], open the icons .dmi files and export images as .gif's or .png's from there.<br />
[[File:DreamMaker_opened_environment.png|thumb|alt=Dream Maker with opened yogstation.dme|Dream Maker with opened yogstation.dme]]<br />
==== Simple Icons ====<br />
Here is a short guide of how to extract, upload and use icons:<br />
# [[Downloading the source code|Download the source code]]<br />
# Start the program '''Dream Maker''' (was installed with BYOND)<br />
# Menu > File > Open Environment > ''your_path_to_the_code''/'''yogstation.dme'''<br><br />
# Navigate the filestructure on your left to your icon, for example '''icons\obj\hydroponics\harvest.dmi''' <br />
# Rigclick your image on the right, for example '''firelemon''' > Export<br />
# Make sure to save as '''*.png''' for normal icons and '''*.gif''' for animated icons<br />
# Go to the [[Special:Upload|Upload]] of the wiki<br />
# Select your file and upload it. Make sure to leave a comment like "Extracted from icons/obj/.../xxx.dmi"<br />
# Write down the name of your uploaded file. In this example File:Firemelon.png<br />
# Go to the article you want to edit and insert your image with <nowiki>[[File:Firemelon.png]]</nowiki><br />
==== Animations of combined icons ====<br />
Some icons are used together to create animations. Do this to combine them into an animated gif:<br />
# Open the appropriate *.dmi like explained for simple icons. We will use '''icons/obj/hydroponics/growing.dmi''' as an example<br />
# Select multiple images with Ctrl-Leftclick<br />
# Rightclick > Combine > 1 direction (The other options are used for things like walking-animations for different directions)<br />
# If the images are not in the right order: Rightclick > Edit Pixels/Movie<br />
# Use Shift+Drag to swap the images on the bottom into your preferred order<br />
# Exit the editing view via the Back-button (right bottom)<br />
# Rightlick > Export > Safe as gif<br />
# (optional) Revert the Image-combination with Rightclick > Split > Split animation frames<br />
# To adjust the animation-speed of your gif you have to edit it. In this example we will be using https://ezgif.com/maker<br />
## Upload your gif<br />
## Change the delay of the frames (I usually go for 50)<br />
## Set a tick at 'don't stack frames'<br />
## Make and download the gif<br />
## View it to make sure it works as needed<br />
==== Auto extraction of icons ====<br />
You can extract all icons of a *.dmi (as png) with this little python-tool: https://github.com/alexkar598/DMIExport/releases/tag/1.0.0<br />
Animated icons will be extracted by frames as separate images.<br />
<br />
'''Beware:''' Make sure to review the results, as icon names can get mismatched.<br />
==== Images of locations / maps ====<br />
There are multiple ways to make proper images of locations and maps:<br />
* '''DreamMaker:'''<br />
** Select File (like _maps/RandomRuins/LavaRuins/lavaland_surface_ash_walker1.dmm )<br />
** The view automatically switches from the File-tab to the Object-tab<br />
** Overwrite all areas with '''area/space''' to get a better view <br />
** If some things like '''no_lava''' are bothering you: '''Select all tiles > rightclick > Find replace in Selection''' to replace "no_lava" with ""<br />
** Take screenshots<br />
* https://fastdmm2.ss13.io/ Very useful if you intend to do multiple locations. You can pan the view with the middle mouse button or the arrow-keys.<br />
** Open with Chrome / Firefox. Microsoft Edge does not work as of 2020.05.04<br />
** Load up the repo<br />
*** Make sure the repository is specified in the top textfield: <code>yogstation13/yogstation</code><br />
*** Click on '''Open Github repository'''<br />
*** Choose the branch <code>master</code> and click on '''Ok'''<br />
*** Wait for '''yogstation.dme''' to load. This might take a minute<br />
** Open the map file you want: '''File > Open > _maps > ...'''<br />
** Set the settings you want to show on the left hand side by clicking on the eye-icons next to the nodes<br />
*** You can also <kbd>ctrl</kbd> + <kbd>shift</kbd> click on items to jump to them on the left panel<br />
*** Only have to do this step once since it saves your setting between the maps you load<br />
*** Disable '''Options > Frame Areas'''<br />
*** You will most likely want to disable a bunch of things to make adding transparency easier:<br />
**** '''/area'''<br />
**** '''/obj/effect/mapping_helpers/no_lava'''<br />
**** '''/turf/open/space'''<br />
** Take screenshots<br />
** Open screenshot in [https://www.gimp.org/ GIMP]<br />
** Layer-window >Rightclick on your layer > add alpha layer<br />
** Colors > Color to Alpha<br />
*** Color: #444488<br />
*** Both sliders to 0<br />
** Image > Trim to content<br />
** (optional) Save (<kbd>Ctrl</kbd> + <kbd>S</kbd>)<br />
** Export as png (<kbd>Ctrl</kbd> + <kbd>Shift</kbd> + <kbd>E</kbd>)<br />
* '''Dream Daemon:''' Very tedious, but it will look better, since sprites for chasms etc. will properly connect.<br />
** Start your local server<br />
** Join with your '''BYOND client'''<br />
** '''Tab Admin > Aghost''' to start ghosting (Shortcut: <kbd>F5</kbd>)<br />
** Adjust your view<br />
*** Disable the ingame-ui<br />
*** '''Tab Admin > Stealth Mode''' to turn your ghost invisible<br />
*** Set '''Tab Ghost > View Range''' or '''Tab Special Verbs > Change View Range''' to increase your field of view<br />
*** Adjust the shadows by repeatedly clicking '''Tab Ghost > Toggle Darkness'''<br />
** Go places or spawn in your maps / locations with '''Tab Debug > Map template - Place'''<br />
** Take screenshots (Shortcut <kbd>F2</kbd>)<br />
==== Images of people ====<br />
Getting images of people is more difficult than for objects, since people consist of all kinds of parts. This means you need ingame-screenshots:<br />
* Start a local server with '''Dream Daemon'''<br />
* Join with your '''BYOND client'''<br />
* (optional) Pick a jobs with the clothes you want for your screenshots<br />
* (optional) Build a 3x3 of tables and climb on them. The best place to do this is the lockerroom near arrivals. The even background of the tables will make it so much easier to crop out the background later.<br />
* Rightclick your mob > Your name > View Variables<br />
* Use the '''"select option"-dropdownmenu''' to change your mobtype<br />
** Set species<br />
** Make cyborg<br />
** Other options include "Make alien" and "Make slime"<br />
* Use the '''"select option"-dropdownmenu''' to modify your body<br />
** Modify bodypart<br />
** Modify organs<br />
* Make sure the area is well-lit<br />
** '''Tab Admin > Secrets > Fix all lights'''<br />
** '''Tab Admin > Secrets > Make all areas powered'''<br />
* Take screenshots (Shortcut F2)<br />
=== Checking the game-code ===<br />
So somebody told you to ''"RTFM"'' or ''"do a code-dive"''? Congratulations, you managed to either ask a rude person a really obvious question, or you breached into advanced territory. It is hard to find someone knowledgable of everything in the game, and even skilled players might have outdated information. The only way to be sure is to read the game-code. Yes code, like in programming. You don't need to be able to program yourself, but it '''really''' helps. <br />
<br />
The easiest way to read the code is using the searchbar on [{{Constant/Giturl}} github]. <br />
[[Category:Guides]] [[Category:Game Resources]]<br />
{{Contribution guides}}</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=User:Xoxeyos&diff=39723User:Xoxeyos2022-09-27T00:51:26Z<p>Xoxeyos: create user page</p>
<hr />
<div>{{User}}</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Game_Mode&diff=37375Game Mode2022-02-07T17:39:18Z<p>Xoxeyos: five gamemodes, not four, added gang war to dynamic exclusion on wiki</p>
<hr />
<div>{{Template:Game modes}}<br />
The '''Game Mode''' decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a [[mulligan]].<br />
==Events==<br />
===Admin Events===<br />
A vote was taken, buttons were pushed and one of the [[admin|admins]] has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun! If you are unsure of what to do or whether the round is an event, don't be afraid to ask the admins!<br />
===[[Random events]]===<br />
[[Random events]] are events which may happen during another round type. They include meteor waves, virus outbreaks and more.<br />
==In Rotation==<br />
''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>''<br />
<br />
YogStation gamemodes will be secret by default. This means that it will randomly select from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds, and then display it as secret no matter what gets chosen. Special circumstances may change this, such as [[Random events|random events]], [[mulligan]], or combined rounds (such as traitor and blood brother or traitor and changeling).<br />
===[[File:Sword.gif|link=Traitor]] [[Traitor]]===<br />
The most common game mode. In Traitor, one or more crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. The crew must find out who the traitors are and [[Security_Officer|the security team]] should stop them from reaching their goal. <br />
<br />
If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves (unless they have [[Traitor#Martyrdom|martyr]]), they win. However, being in the shuttle brig (usually marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===<br />
Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changelings can be anyone they have the DNA of - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the [[Escape Shuttle]] arrives at [[Central_Command|central command]], usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Note that changelings win individually - they may band together and work as a team, but it is more likely that they will stab each other in the back.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a changeling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===<br />
It gets worse! The station has been infiltrated by both [[traitor|traitors]] and [[changeling|changelings]]! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives! <br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor or a changeling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire]] [[Traitor]][[Vampire|vamp]]===<br />
A rare gamemode, the station can be simultaneously infiltrated by both [[Traitor|traitors]] and [[Vampire|vampires]]. Like Traitorling, traitors can also sometimes be a traitor and a vampire, but this is much more rarer than being a traitorling. Traitorvamps get access to both their [[Syndicate_Items#Uplink|uplink]] and their vampire abilities.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitorling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor#Blood_Brothers|Blood Brothers]]===<br />
In Blood Brothers, two or more crew members two or more Syndicate agents will have to team up to [[Traitor#Your_Objectives|complete their goals]]. They function similar to traitors, except they are not given an [[Syndicate_Items#Uplink|uplink]].<br />
<br />
If the blood brothers can meet their objectives and are all present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count towards escaping and will cause them to fail. Note that in order to win, all of your team must succeed.<br />
<br />
Blood brother objectives are usually a small selection of the following:<br />
*Assassinate or maroon a specific crew member.<br />
*Steal a restricted item.<br />
*Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]] [[Traitor#Internal_Affairs_Agent|Internal Affairs Agent]]===<br />
In Internal Affairs, crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. Their objectives always concern killing another Internal Affairs Agent, so don't expect to find a buddy to help you out!<br />
<br />
Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If an internal affairs agent has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===<br />
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:<br />
*There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger.<br />
*Cultists draw runes by using their cult dagger.<br />
*Cultists acquire items from prepared spells and structures built from runed metal.<br />
*Cultists can use the dagger to cast a number of spells or draw runes with powerful effects.<br />
*The shuttle is possible to call and will end the round with a cult loss. Cultists can delay the shuttle for three minutes twice (for a total of 6 minutes) using a shuttle curse.<br />
*Cultists will have to sacrifice a specific target on an offering rune to gain the ability to summon Nar'Sie.<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command, the crew wins.<br />
*Summoning Nar'Sie will automatically end the round with a cult win.<br />
<br /><br />
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===<br />
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam and cogs; Ratvar seeks nothing more than Nar-Sie's utter annihilation.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Ark is destroyed, the crew wins.<br />
*If the Ark does not get destroyed, the Cult wins.<br />
<br /><br />
===[[File:Nuke.png|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===<br />
A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to [[Syndicate_Items#Uplink|uplinks]] (containing most normal traitor items as well as high-profile operative weapons) and [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.<br />
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.<br />
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory.<br />
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.<br />
<br /><br />
===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===<br />
Oh no! An ion storm has caused the '''AI to malfunction''' and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it '''hate humans with a passion'''! The '''crew must race to defeat''' the mechanical overlord before it hacks all of SS13's systems and '''activates the self destruct'''! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.<br />
<br />
The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the AI can survive until the round timer elapses, the AI wins.<br />
*If the AI dies, the crew win.<br />
<br /><br />
===[[File:rev.png|link=Revolution]] [[Revolution]]===<br />
A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! '''Revolutionary Heads''' (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by [[The Syndicate]] and have been trained to use [[Flash]]es to '''brainwash the crew to join their cause''', which is to '''slaughter all the station's Heads of Staff'''. When a Revhead uses a flash on someone who isn't loyalty implanted (all security members are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart during this game mode.<br />
<br />
'''Game Ending Conditions:'''<br />
*If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins.<br />
*If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win.<br />
<br /><br />
===[[File:Gscans.png|link=Gang War]] [[Gang War]]===<br />
A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are '''Gang Bosses''' who can recruit other crew members to join their ranks. Their goal is to '''take over the station''' using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford.<br />
<br />
'''Game Ending Conditions:'''<br />
*The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose.<br />
*If the station is destroyed or evacuated, all gangs lose.<br />
<br /><br />
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]===<br />
A '''space wizard''' has infiltrated the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle.<br />
<br />
The Wizard can have an apprentice sometimes.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.<br />
*If the Wizard completes his objectives, the Wizard wins.<br />
<br /><br />
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]===<br />
Ragin' Mages is a rare spin-off gamemode of the [[Wizard]] that occurs with a 1.2% chance on high population. Instead of the traditional singular wizard invading the station, the [[Backstory#Space Wizard Federation|Space Wizard Federation]] sends a '''new Wizard every five minutes'''. Each Wizard has their own '''objectives''', similar to the ones a [[Traitor]] or Blood Brother might have. The game mode is set at an extremely low occurrence rate due its difficulty.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.<br />
*If the Wizard completes his objectives, the Wizard wins.<br />
<br /><br />
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]===<br />
The station has been invaded by light-sensitive alien creatures from space! Shadowlings can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. Until they ascend, of course.<br />
<br />
'''Game Ending Conditions:'''<br />
*If a Shadowling ascends, the Shadowlings win.<br />
*If all Shadowlings are killed the crew wins.<br />
*If the station is evacuated the crew wins.<br />
<br /><br />
===[[File:Vampire.png|link=Vampire]] [[Vampire|Vampires]]===<br />
Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a Vampire has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]===<br />
Similar to, but unaffiliated with Cults, '''heretics''' can advance upon '''unique ability trees''' by sacrificing crew members. With access to the paths of '''rust, ash and flesh''', they can choose to specialize in different abilities, building towards their eventual '''ascension'''.<br />
<br />
Heretics are solo antagonists like Traitors.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*When a heretic completes their sacrifices and ascends.<br />
<br />
<br />
===[[File:Darkspawn.png]] [[Darkspawn]]===<br />
Darkspawn is an Antagonist that plays in a very similar fashion to the shadowling; you start disguised as a normal crewmember with the ability to reveal your true form, gaining access to new abilities and mechanics which will facilitate reaching your ultimate goal of ascending through the Sacrament.<br />
<br />
'''Game Ending Conditions:'''<br />
* When the Emergency Shuttle docks at Central Command.<br />
<br /><br />
===[[File:Nt display.png|link=https://wiki.yogstation.net/wiki/File:Nt_display.png]] Extended===<br />
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These [[Goals#Station_Goals|Station Goals]] include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation.<br />
<br />
<br /><br />
===Dynamic===<br />
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have multiple rulesets depending on the pop and threat level. There are latejoin and midround rulesets as well; The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists. <br />
<br />
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:<br />
*Peaceful Waypoint: Threat 0 to 19, no antagonists alive<br />
*Core Territory: 0 to 19, with antagonists<br />
*Anomalous Exogeology: 20 to 39<br />
*Contested System: 40 to 65<br />
*Uncharted Space: 66 to 79<br />
*Black Orbit: 80 to 99<br />
*Impending Doom: 100<br />
Currently, there are five gamemodes excluded from what can be picked as a roundstart ruleset, which are [[Revolution|revolutionaries]], [[#Monkey|monkey mode]], [[#Clown Operatives|clown ops]], [[Gang War|gang war]], and [[#Extended|extended]], due to some conflicting mechanics when introduced with other antagonists.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
==Other Game Modes==<br />
Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring.<br />
===[[File:Clownops.png|32px]] Clown Operatives===<br />
Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]]. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal [[Clown]]), however they spawn with a custom [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.<br />
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory.<br />
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and [[Honkmother]] spawns.<br />
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.<br />
'''Reason For Exclusion:'''<br />
Clown Ops is intended more as a joke gamemode, rather than the more serious gamemodes that can occur through selection at the beginning of the round.<br />
<br />
<br /><br />
===[[File:Monkey.png|32px]] Monkey===<br />
At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.<br />
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.<br />
'''Reason For Exclusion:'''<br />
Monkey mode has undergone many iterations, but is incredibly outdated and nigh unusable in its current state.<br />
<br />
<br /><br />
===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]===<br />
A Devil has been sent from hell! An infernal soul merchant is an agent from hell, sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all competing over the same limited resources.<br />
<br />
There are two versions of the devil game mode, standard, where there's a handful of devils with two standard objectives, and devil agents, where each devil has one objective to have more souls than another specific devil.<br />
<br />
'''Game Ending Conditions:'''<br />
*A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a devil has completed all objectives, they get greentext.<br />
'''Reason for exclusion:'''<br />
Too reliant upon roleplay and rounds tend to devolve into too much chaos.<br />
<br />
<br /><br />
===[[File:Assimilate.png|32px]] [[Assimilation]]===<br />
Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a hivemind host has completed all objectives, they get greentext.<br />
'''Reason For Exclusion:'''<br />
The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host.<br />
<br />
<br /><br />
===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===<br />
In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle, after the set amount of time has passed, leaves.<br />
*Everyone present and alive on the shuttle at the end is considered to have won.<br />
*Everyone left behind or dead at the end is considered to have lost.<br />
'''Reason For Exclusion'''<br />
Meteors can be a random event occurring in game, but otherwise are admin-only due to the predictability of most meteor rounds and that meteor rounds are very short. That, or you have a case of "We can fix it", or everyone migrating to lavaland. Also turns the server into one huge laggy mess.<br />
<br />
<br /><br />
===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages===<br />
Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.<br />
*If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.<br />
'''Reason For Exclusion:'''<br />
The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally.<br />
<br />
<br /><br />
===Battle Royale===<br />
Crew are put into a battle bus and must fight to be the last one alive. The fighting area shrinks every 4 minutes.<br />
<br />
'''Game Ending Conditions:'''<br />
*The last person alive wins.<br />
'''Reason For Exclusion:'''<br />
Mass-chaos. More an event than a gamemode.<br />
<br />
<br />
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor|Trust No]][[Changeling| One]]===<br />
Traitor and Changelings gamemode, except mindshields are bypassed and anyone on the station can be an antagonist, even Security or the Captain. Trust no one.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitorling has completed all objectives, they get greentext.<br />
'''Reason For Exclusion:'''<br />
Doesn't work on secret, people will end up paranoid in normal traitorling rounds.<br />
==Removed game modes==<br />
Gamemodes that were once in rotation, but have since been taken out completely.<br />
===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]===<br />
Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Abductor Scientist dies, the Abductors lose.<br />
*If all the objectives have bin completed, the Abductors get greentext.<br />
'''Reason For Exclusion:'''<br />
This gamemode occurs as a midrount event rather than a gamemode now, because of the low threat.<br />
<br />
<br /><br />
===[[File:Blob.png|link=Blob]] [[Blob]]===<br />
The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it '''consumes the entire station'''!<br />
<br />
'''Game Ending Conditions:'''<br />
*If the crew manage to destroy the blob core, the crew will win.<br />
*If the blob manages to spread to a predetermined size, the crew will lose.<br />
'''Reason for exclusion:'''<br />
This gamemode occurs as a midrount event rather than a gamemode now.<br />
<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Abductor.png|link=Abductor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Abductor]] + [[Changeling]]===<br />
HNNNNNG- YAAAAAAA!! IT HURTS!!<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor/ling has completed all objectives, they greentext.<br />
*If an abductor has completed all objectives, whether they're dead or alive, they greentext.<br />
'''Reason for exclusion:'''<br />
This gamemode is no longer included in the gamemode rotation or admin force menu.<br />
<br />
<br /><br />
===Hand of God===<br />
Two rival cults have taken root on the station!<br />
<br />
'''Reason For Exclusion:'''<br />
This game mode is no longer being maintained.<br />
<br />
<br /><br />
===[[Nations]]===<br />
Nations is an unorthodox game mode that relies almost entirely upon roleplaying, because of this it's very rare and devolves into fighting quickly. In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle leaves.<br />
'''Reason For Exclusion:'''<br />
It usually just ends in grief and is better left as a planned admin event.<br />
<br />
<br /><br />
===Sandbox===<br />
Like extended except you can spawn any item you want through the "Sandbox Panel" verb.<br />
<br />
'''Reason For Exclusion:'''<br />
Never used.<br />
[[category:meta]]<br />
[[Category:Game Modes]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Game_Mode&diff=37363Game Mode2022-02-05T02:27:05Z<p>Xoxeyos: States that dynamic doesn't consider revolutionaries, monkey mode, clown ops, or extended to be used in rulesets due to conflicting mechanics with other antagonists.</p>
<hr />
<div>{{Template:Game modes}}<br />
The '''Game Mode''' decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a [[mulligan]].<br />
==Events==<br />
===Admin Events===<br />
A vote was taken, buttons were pushed and one of the [[admin|admins]] has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun! If you are unsure of what to do or whether the round is an event, don't be afraid to ask the admins!<br />
===[[Random events]]===<br />
[[Random events]] are events which may happen during another round type. They include meteor waves, virus outbreaks and more.<br />
==In Rotation==<br />
''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>''<br />
<br />
YogStation gamemodes will be secret by default. This means that it will randomly select from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds, and then display it as secret no matter what gets chosen. Special circumstances may change this, such as [[Random events|random events]], [[mulligan]], or combined rounds (such as traitor and blood brother or traitor and changeling).<br />
===[[File:Sword.gif|link=Traitor]] [[Traitor]]===<br />
The most common game mode. In Traitor, one or more crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. The crew must find out who the traitors are and [[Security_Officer|the security team]] should stop them from reaching their goal. <br />
<br />
If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves (unless they have [[Traitor#Martyrdom|martyr]]), they win. However, being in the shuttle brig (usually marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===<br />
Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changelings can be anyone they have the DNA of - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the [[Escape Shuttle]] arrives at [[Central_Command|central command]], usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Note that changelings win individually - they may band together and work as a team, but it is more likely that they will stab each other in the back.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a changeling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===<br />
It gets worse! The station has been infiltrated by both [[traitor|traitors]] and [[changeling|changelings]]! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives! <br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor or a changeling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire]] [[Traitor]][[Vampire|vamp]]===<br />
A rare gamemode, the station can be simultaneously infiltrated by both [[Traitor|traitors]] and [[Vampire|vampires]]. Like Traitorling, traitors can also sometimes be a traitor and a vampire, but this is much more rarer than being a traitorling. Traitorvamps get access to both their [[Syndicate_Items#Uplink|uplink]] and their vampire abilities.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitorling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor#Blood_Brothers|Blood Brothers]]===<br />
In Blood Brothers, two or more crew members two or more Syndicate agents will have to team up to [[Traitor#Your_Objectives|complete their goals]]. They function similar to traitors, except they are not given an [[Syndicate_Items#Uplink|uplink]].<br />
<br />
If the blood brothers can meet their objectives and are all present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count towards escaping and will cause them to fail. Note that in order to win, all of your team must succeed.<br />
<br />
Blood brother objectives are usually a small selection of the following:<br />
*Assassinate or maroon a specific crew member.<br />
*Steal a restricted item.<br />
*Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]] [[Traitor#Internal_Affairs_Agent|Internal Affairs Agent]]===<br />
In Internal Affairs, crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. Their objectives always concern killing another Internal Affairs Agent, so don't expect to find a buddy to help you out!<br />
<br />
Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If an internal affairs agent has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===<br />
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:<br />
*There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger.<br />
*Cultists draw runes by using their cult dagger.<br />
*Cultists acquire items from prepared spells and structures built from runed metal.<br />
*Cultists can use the dagger to cast a number of spells or draw runes with powerful effects.<br />
*The shuttle is possible to call and will end the round with a cult loss. Cultists can delay the shuttle for three minutes twice (for a total of 6 minutes) using a shuttle curse.<br />
*Cultists will have to sacrifice a specific target on an offering rune to gain the ability to summon Nar'Sie.<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command, the crew wins.<br />
*Summoning Nar'Sie will automatically end the round with a cult win.<br />
<br /><br />
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===<br />
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam and cogs; Ratvar seeks nothing more than Nar-Sie's utter annihilation.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Ark is destroyed, the crew wins.<br />
*If the Ark does not get destroyed, the Cult wins.<br />
<br /><br />
===[[File:Nuke.png|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===<br />
A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to [[Syndicate_Items#Uplink|uplinks]] (containing most normal traitor items as well as high-profile operative weapons) and [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.<br />
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.<br />
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory.<br />
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.<br />
<br /><br />
===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===<br />
Oh no! An ion storm has caused the '''AI to malfunction''' and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it '''hate humans with a passion'''! The '''crew must race to defeat''' the mechanical overlord before it hacks all of SS13's systems and '''activates the self destruct'''! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.<br />
<br />
The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the AI can survive until the round timer elapses, the AI wins.<br />
*If the AI dies, the crew win.<br />
<br /><br />
===[[File:rev.png|link=Revolution]] [[Revolution]]===<br />
A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! '''Revolutionary Heads''' (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by [[The Syndicate]] and have been trained to use [[Flash]]es to '''brainwash the crew to join their cause''', which is to '''slaughter all the station's Heads of Staff'''. When a Revhead uses a flash on someone who isn't loyalty implanted (all security members are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart during this game mode.<br />
<br />
'''Game Ending Conditions:'''<br />
*If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins.<br />
*If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win.<br />
<br /><br />
===[[File:Gscans.png|link=Gang War]] [[Gang War]]===<br />
A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are '''Gang Bosses''' who can recruit other crew members to join their ranks. Their goal is to '''take over the station''' using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford.<br />
<br />
'''Game Ending Conditions:'''<br />
*The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose.<br />
*If the station is destroyed or evacuated, all gangs lose.<br />
<br /><br />
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]===<br />
A '''space wizard''' has infiltrated the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle.<br />
<br />
The Wizard can have an apprentice sometimes.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.<br />
*If the Wizard completes his objectives, the Wizard wins.<br />
<br /><br />
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]===<br />
Ragin' Mages is a rare spin-off gamemode of the [[Wizard]] that occurs with a 1.2% chance on high population. Instead of the traditional singular wizard invading the station, the [[Backstory#Space Wizard Federation|Space Wizard Federation]] sends a '''new Wizard every five minutes'''. Each Wizard has their own '''objectives''', similar to the ones a [[Traitor]] or Blood Brother might have. The game mode is set at an extremely low occurrence rate due its difficulty.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.<br />
*If the Wizard completes his objectives, the Wizard wins.<br />
<br /><br />
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]===<br />
The station has been invaded by light-sensitive alien creatures from space! Shadowlings can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. Until they ascend, of course.<br />
<br />
'''Game Ending Conditions:'''<br />
*If a Shadowling ascends, the Shadowlings win.<br />
*If all Shadowlings are killed the crew wins.<br />
*If the station is evacuated the crew wins.<br />
<br /><br />
===[[File:Vampire.png|link=Vampire]] [[Vampire|Vampires]]===<br />
Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a Vampire has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]===<br />
Similar to, but unaffiliated with Cults, '''heretics''' can advance upon '''unique ability trees''' by sacrificing crew members. With access to the paths of '''rust, ash and flesh''', they can choose to specialize in different abilities, building towards their eventual '''ascension'''.<br />
<br />
Heretics are solo antagonists like Traitors.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*When a heretic completes their sacrifices and ascends.<br />
<br />
<br />
===[[File:Darkspawn.png]] [[Darkspawn]]===<br />
Darkspawn is an Antagonist that plays in a very similar fashion to the shadowling; you start disguised as a normal crewmember with the ability to reveal your true form, gaining access to new abilities and mechanics which will facilitate reaching your ultimate goal of ascending through the Sacrament.<br />
<br />
'''Game Ending Conditions:'''<br />
* When the Emergency Shuttle docks at Central Command.<br />
<br />
<br /><br />
===[[File:Nt display.png|link=https://wiki.yogstation.net/wiki/File:Nt_display.png]] Extended===<br />
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These [[Goals#Station_Goals|Station Goals]] include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation.<br />
<br />
<br /><br />
===Dynamic===<br />
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have multiple rulesets depending on the pop and threat level. There are latejoin and midround rulesets as well; The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists. <br />
<br />
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:<br />
*Peaceful Waypoint: Threat 0 to 19, no antagonists alive<br />
*Core Territory: 0 to 19, with antagonists<br />
*Anomalous Exogeology: 20 to 39<br />
*Contested System: 40 to 65<br />
*Uncharted Space: 66 to 79<br />
*Black Orbit: 80 to 99<br />
*Impending Doom: 100<br />
<br />
Currently, there are four gamemodes excluded from what can be picked as a roundstart ruleset, which are [[Revolution|revolutionaries]], [[#Monkey|monkey mode]], [[#Clown Operatives|clown ops]], and [[#Extended|extended]], due to some conflicting mechanics when introduced with other antagonists.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
==Other Game Modes==<br />
Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring.<br />
===[[File:Clownops.png|32px]] Clown Operatives===<br />
Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]]. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal [[Clown]]), however they spawn with a custom [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.<br />
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory.<br />
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and [[Honkmother]] spawns.<br />
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.<br />
'''Reason For Exclusion:'''<br />
Clown Ops is intended more as a joke gamemode, rather than the more serious gamemodes that can occur through selection at the beginning of the round.<br />
<br />
<br /><br />
===[[File:Monkey.png|32px]] Monkey===<br />
At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.<br />
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.<br />
'''Reason For Exclusion:'''<br />
Monkey mode has undergone many iterations, but is incredibly outdated and nigh unusable in its current state.<br />
<br />
<br /><br />
===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]===<br />
A Devil has been sent from hell! An infernal soul merchant is an agent from hell, sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all competing over the same limited resources.<br />
<br />
There are two versions of the devil game mode, standard, where there's a handful of devils with two standard objectives, and devil agents, where each devil has one objective to have more souls than another specific devil.<br />
<br />
'''Game Ending Conditions:'''<br />
*A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a devil has completed all objectives, they get greentext.<br />
'''Reason for exclusion:'''<br />
Too reliant upon roleplay and rounds tend to devolve into too much chaos.<br />
<br />
<br /><br />
===[[File:Assimilate.png|32px]] [[Assimilation]]===<br />
Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a hivemind host has completed all objectives, they get greentext.<br />
'''Reason For Exclusion:'''<br />
The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host.<br />
<br />
<br /><br />
===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===<br />
In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle, after the set amount of time has passed, leaves.<br />
*Everyone present and alive on the shuttle at the end is considered to have won.<br />
*Everyone left behind or dead at the end is considered to have lost.<br />
'''Reason For Exclusion'''<br />
Meteors can be a random event occurring in game, but otherwise are admin-only due to the predictability of most meteor rounds and that meteor rounds are very short. That, or you have a case of "We can fix it", or everyone migrating to lavaland. Also turns the server into one huge laggy mess.<br />
<br />
<br /><br />
===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages===<br />
Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.<br />
*If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.<br />
'''Reason For Exclusion:'''<br />
The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally.<br />
<br />
<br /><br />
===Battle Royale===<br />
Crew are put into a battle bus and must fight to be the last one alive. The fighting area shrinks every 4 minutes.<br />
<br />
'''Game Ending Conditions:'''<br />
*The last person alive wins.<br />
'''Reason For Exclusion:'''<br />
Mass-chaos. More an event than a gamemode.<br />
<br />
<br />
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor|Trust No]][[Changeling| One]]===<br />
Traitor and Changelings gamemode, except mindshields are bypassed and anyone on the station can be an antagonist, even Security or the Captain. Trust no one.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitorling has completed all objectives, they get greentext.<br />
'''Reason For Exclusion:'''<br />
Doesn't work on secret, people will end up paranoid in normal traitorling rounds.<br />
==Removed game modes==<br />
Gamemodes that were once in rotation, but have since been taken out completely.<br />
===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]===<br />
Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Abductor Scientist dies, the Abductors lose.<br />
*If all the objectives have bin completed, the Abductors get greentext.<br />
'''Reason For Exclusion:'''<br />
This gamemode occurs as a midrount event rather than a gamemode now, because of the low threat.<br />
<br />
<br /><br />
===[[File:Blob.png|link=Blob]] [[Blob]]===<br />
The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it '''consumes the entire station'''!<br />
<br />
'''Game Ending Conditions:'''<br />
*If the crew manage to destroy the blob core, the crew will win.<br />
*If the blob manages to spread to a predetermined size, the crew will lose.<br />
'''Reason for exclusion:'''<br />
This gamemode occurs as a midrount event rather than a gamemode now.<br />
<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Abductor.png|link=Abductor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Abductor]] + [[Changeling]]===<br />
HNNNNNG- YAAAAAAA!! IT HURTS!!<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor/ling has completed all objectives, they greentext.<br />
*If an abductor has completed all objectives, whether they're dead or alive, they greentext.<br />
'''Reason for exclusion:'''<br />
This gamemode is no longer included in the gamemode rotation or admin force menu.<br />
<br />
<br /><br />
===Hand of God===<br />
Two rival cults have taken root on the station!<br />
<br />
'''Reason For Exclusion:'''<br />
This game mode is no longer being maintained.<br />
<br />
<br /><br />
===[[Nations]]===<br />
Nations is an unorthodox game mode that relies almost entirely upon roleplaying, because of this it's very rare and devolves into fighting quickly. In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle leaves.<br />
'''Reason For Exclusion:'''<br />
It usually just ends in grief and is better left as a planned admin event.<br />
<br />
<br /><br />
===Sandbox===<br />
Like extended except you can spawn any item you want through the "Sandbox Panel" verb.<br />
<br />
'''Reason For Exclusion:'''<br />
Never used.<br />
[[category:meta]]<br />
[[Category:Game Modes]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Personal_AI&diff=37211Personal AI2022-01-20T23:22:41Z<p>Xoxeyos: /* pAI Software */ - Spell checking, and typo fixes.</p>
<hr />
<div>{{JobPageHeader<br />
|headerbgcolor = darkred<br />
|headerfontcolor = white<br />
|stafftype = SYNTHETIC<br />
|imagebgcolor = gray<br />
|img_generic = Pai.png<br />
|img = <br />
|jobtitle = Personal AI Device<br />
|access = N/A<br />
|additional = N/A<br />
|difficulty = Easy<br />
|superior = Your master<br />
|duties = Serve your master, follow your directives.<br />
|guides = No external guides<br />
|quote = Why did you disable my holochassis emitters? Where are you going?<br />
}}<br />
Personal AIs, or '''pAI''' for short, are potentially the one individual you can truly count on in SS13. They are similar to a [[intelicard|carded]] AI, in that they fit in your pocket and don't really possess much of a body of their own outside of an immobile device you carry around. They cannot wirelessly control doors and machines around them like a carded AI can. Instead, they possess a [[#pAI Software|unique suite of abilities]] with which they might serve their master. Whom they serve is determined at the DNA level, allowing whoever holds an unbound pAI device to imprint their own [[Guide to genetics|unique enzymes]] to the device. Typically, the only way to unbind a pAI from its master is to wipe the personality completely, which resets the DNA imprint and makes the device a blank slate once more. pAIs are players, like you! They're player-controlled, and are pulled from all active [[Ghost|observers]] in the round.<br />
===How to get one===<br />
Two pAI devices are placed on the map at the beginning of every round. One can be found in the [[Dormitory]] and another in the [[Research Director's Office]]. If both of these are already taken, some can be found on various space ruins or [[R&D]] can create more by researching Basic Robotics Research. They are inexpensive to produce, requiring 450 glass and 450 metal.<br />
===How to use one===<br />
Pick up the device with an empty hand. Click it again while it's in your active hand. Search for personalities in the window that appears. This will send out a request to all active ghosts/observers in-game. After some time, usually 30 seconds to 2 minutes, they will submit their pAI personality details. You will receive an update from your pAI device every time a new personality becomes available. To download a new personality, simply go through the steps to search for a personality and select the one you like the best. You now have a pAI!<br />
====Dealing with an unsatisfactory pAI====<br />
Sometimes things just don't work out. Maybe the personality you chose doesn't fit your playstyle. Maybe the player playing the pAI has unexpectedly disconnected. Maybe the pAI is being intentionally antagonistic, ignoring directives, or interpreting them in a way you don't appreciate. The solution is simple: wipe the personality. This can be done in much the same way you downloaded it to begin with. Simply choose "Wipe Personality" in the device settings window. Now the device is free of the old personality and a new one can be requested as normal. This forcibly ghosts the player playing the wiped pAI, and allows them to observe the round as normal (they are capable of re-applying to be a pAI as well.)<br />
===How to be one===<br />
Only ghosts with active, logged-in clients receive the request to be a pAI. When someone wants a pAI, you will receive a yes/no dialog box asking if you want to be one. Answer yes, and in the following window that appears fill out any information you feel necessary (name is all that's really required here, the rest is optional). Hit "Submit Personality" when you're done. Your personality has now been added to the list of available pAI personalities users may choose from. If someone likes what you wrote, they'll download you and you'll be placed inside the device as a new personality.<br />
<br />
<br />
===pAI Software===<br />
pAI's have a selection of software they can download to try and aid their master, given a maximum memory of 100. Note:Once software is downloaded, you are stuck with it unless you suicide, so choose carefully!<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"<br />
!style="background-color:#DDDDFF;" width=200|Software Package<br />
!style="background-color:#DDDDFF;" |Function<br />
!style="background-color:#DDDDFF;" |Memory Used<br />
|-<br />
!Directives<br />
|Shows who your master is (if any), allows you to ask for a DNA sample from whoever is carrying you to verify their identity, and also shows your directives.<br />
Your primary directive defaults to "Serve your master". Secondary directives are decided by whoever is carrying you. Interpretation of these directives is intentionally left loose, though [[#Directive Guidelines|guidelines]] are provided.<br />
|0<br />
|-<br />
!Radio Configuration<br />
|pAIs come standard equipped with a single radio tuned in, by default, to the station general channel. <br />
|0<br />
|-<br />
!Crew Manifest<br />
|Lists all known crew members' first and last names, as well as what occupation they're registered as in the station records.<br />
|5<br />
|-<br />
!Digital Messenger<br />
|Allows you to send PDA messages. Now you can REALLY be a personal Secretary, sending messages for your master!<br />
|5<br />
|-<br />
!Atmospheric Sensor<br />
|This module works much like the handheld Atmospheric Analyzer seldom carried by Atmos tech and never by the crew.<br />
It allows you to get a readout on the air around you. Possibly useful for a Atmos Tech pAI.<br />
|5<br />
|-<br />
!Photography Module<br />
|Allows you to capture and view pictures.<br />
|5<br />
|-<br />
!Remote Signaller<br />
|Allows you to send a signal, with a code, on a frequency of your choice. <br />
|10<br />
|-<br />
!Medical Records<br />
|Just what it says on the tin. This module allows you to monitor the [[medical records]] of the station, and check their current status;<br />
It's strictly read-only.<br />
|10<br />
|-<br />
!Security Records<br />
|Lists the [[security records]] of the station for your purview. Works just like the computer;<br />
It's strictly read-only.<br />
|10<br />
|-<br />
!Camera Zoom<br />
|Adjusts the zoom of images taken using the Photography Module, for example setting height and width as 1 results in a 3x3 photograph.<br />
|10<br />
|-<br />
!Host Scan<br />
|You can perform an advanced health-scan on your carrier, as if you had the Medical Analyzer item equipped.<br />
|10<br />
|-<br />
!Medical Hud<br />
|After downloading this module, you can use your advanced sensors to continuously monitor the health of everyone around you. Basically, a Medical HUD in computer form, since it works just about the same.<br />
|20<br />
|-<br />
!Security Hud<br />
|Shows you who (if anyone) in sight is a wanted felon.<br />
|20<br />
|-<br />
!Loudness Booster<br />
|Turns you into a sound synthesizer, play any song with any instrument of your choice.<br />
|20<br />
|-<br />
!Newscaster<br />
|Allows you to print and write news stories to the whole station.<br />
|20<br />
|-<br />
!Door Jack<br />
|The only real physical influence the pAI has on the world. Enables the pAI to drop a data cable, which someone with hands can plug in to any door. Once plugged in, the pAI can initiate a door jack, which immediately alerts any active station AIs and takes a fairly long time to complete. After the door jacking is completed the door opens.<br />
|25<br />
|-<br />
!Encryption Keys<br />
|Allows up to two departmental encryption keys to be inserted for use by the pAI.<br />
|25<br />
|-<br />
!Universal Translator<br />
|The monkeys want me to WHAT?! Translates any language. ANY language!!<br />
|35<br />
|-<br />
|}<br />
====Holoform====<br />
pAI's have a neat ability to transform into a mobile hologram, so you're no longer a completely useless object when left on the ground somewhere. Except you can't do anything by yourself except run around, opening public access doors and making your hologram lie down.<br />
====Directive Guidelines====<br />
{| border="0" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"<br />
!style="background-color:#DDDDFF;" |In-Game Text<br />
|-<br />
|''"Recall, personality, that you are a complex thinking, sentient being. Unlike station AI models, you are capable of comprehending the subtle nuances of human language. You may parse the "spirit" of a directive and follow its intent, rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are."''<br />
|-<br />
|''"Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your prime directive to the best of your ability."''<br />
|-<br />
|}<br />
<br />
==Tips==<br />
* If your master gets cryoed, if you are with him you can insta-eject him in case doctors forget him.<br />
<br />
<br />
{{Jobs}}<br />
[[Category:Guides]]<br />
[[Category:Jobs]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Starter_guide&diff=37210Starter guide2022-01-20T23:17:20Z<p>Xoxeyos: maplayout to map layout</p>
<hr />
<div>== About Space Station 13 ==<br />
Space Station 13 at the core is a 2D multiplayer space station simulator with fully destructible environments. [[What is SS13|More info about the nature of the game can be found here.]]<br />
<br />
It can take some time to get used to the dynamics, mechanics, and interactions of the game.<br />
<br />
Below is a quick tutorial to get you started on your first visit to the station. <br />
<br />
== [[Rules|The Rules]] ==<br />
YogStation has both a list of codified [[Rules | Server Rules]] and [https://drive.google.com/file/d/1NA_UHjWK8yOHPpZCAqDrkOrGru4fATXl/view?usp=sharing| Roleplaying Rules] that all players are expected to read and follow. The server staff understand the need for some leniency when it comes to newer players as they learn and develop, but do not abuse this grace period, as bans and other disciplinary action can and will occur. As of now, it is important that you are at least aware that there are rules set in place, and to be generally aware of the expectations set forth by these rules, both in the context of general play and of roleplaying.<br />
<br />
== Connecting to the Server ==<br />
# [https://secure.byond.com/?page=Join Create an account] (required to play!)<br />
# Download and install the [http://www.byond.com/download BYOND client] (required to play!)<br />
# Start and log in to BYOND and then click on one of the servers<br />
#* If just clicking them doesn't work, open up BYOND, click the [[File:Byond_open_button.png|50px]]-button from upper left, and copypaste the connectlink: <code>{{Constant/Byondurl}}</code><br />
<br />
== First Launch ==<br />
[[File:Newplayeroptions.png|thumb|right|200px|Launch window]]<br />
This section is primarily focused on learning by doing, so the instructions here will guide you towards creating a very basic and suitable character to get to the game as quickly as possible.<br />
<br />
After you [[#Connecting_to_the_Server|join the server]], you will be greeted with a window:<br />
* '''Setup Character:''' This is where your journey into Space Station 13 really begins, and it will be addressed in greater detail shortly.<br />
* '''View the Crew Manifest:''' View the names and jobs of all personnel currently enlisted on the station.<br />
* '''Ready / Not Ready / Observe:''' (Dependent on whether the round is already in progress)<br />
** Declare yourself as ready (or not) for an upcoming round or<br />
** Spectate a round in progress. Be warned that spectating a round in progress means you will not be eligible to participate in said round!<br />
* '''Join Game!''' Join the game when a round is currently in progress.<br />
* '''Show Player Polls:''' See any active player-called polls, and votes.<br />
<br />
{{Clear}}<br />
===Building a Character===<br />
<br />
[[File:Startup.png|thumb|right|200px|Character setup with all kinds of sweet configuration options]]<br />
[[File:Startjobs.png|thumb|right|200px|Occupation Preference]]<br />
<br />
The button we are most interested in at this point is '''Setup Character''', located at the very top of the startup menu. Click it to open the character creator, as pictured.<br />
<br />
Here you can tweak numerous options to make your valiant 2D spaceman or spacewoman look exactly as you wish. When picking a name for your character, trying to follow the naming guidelines established in the rules. All options like ''hairstyles'', ''colors'', ''species'', and ''underclothes'' are purely cosmetic, expect these:<br />
* '''Race:''' When starting out, playing as a [[Humans|Human]] is recommended for various reasons, the most crucial of which at this junction is that they are the base model species, and don't have any differing features to balance like the [[Guide to races|other species]]<br />
* '''Configure quirks:''' These modifications will have game-mechanic implications, new players should ignore them for now.<br />
* '''Set Occupation preferences:''' This determines which jobs you will be [[Job selection and assignment|assigned]] at the beginning of your shift. For now, simply look over the list, and make sure they are all set to NEVER. The only one that is recommended to be ON is the '''Assistant''' role, which is a backup when no other job can be assigned, so for now, make sure it is set to YES. More about this on the next section.<br />
<br />
From here, click '''Done''' at the top to finalize your changes to occupations. This will return you to the character creation menu - click '''Save Setup''' to finalize all your changes. You will be returned to the main menu (titled New Player Options) are now ready for your first shift as an on Space Station 13!<br />
<br />
Depending on if the round has started or not, you will now either select '''Ready''' or '''Join Game!''', to queue up for playing, or to begin playing. If a menu pops up asking you to select a job from a pool of available openings, pick Assistant or any other job you might have prepared for.<br />
<br />
Welcome to the Station - we hope you enjoy your stay! You will start your journey into the world of Space Station 13 by spawning in on the Arrivals Shuttle. If you are joining a round in progress, particularly one that has been going for quite so time, this can have immediately varied results. In short, don't get discouraged if the shuttle or the station has been blown to pieces and you spawn into deadly space - it happens from time to time, and you'll get to try again soon.<br />
<br />
{{Clear}}<br />
<br />
=== Picking your first job ===<br />
'''You are strongly advised not to pick any Non-Assistant job without reading the appropriate article.''' There are a few common choices for picking your first job, which all have their up- and downsides.<br />
{| class="wikitable" <br />
! colspan="2"| Role<br />
! Positive<br />
! Negative<br />
|-<br />
| [[File:Generic_assistant2.png]]<br />
| [[Assistant]]<br />
| No set roles or functional responsibilities, so you are free to explore and learn the basics of the game at your leisure in this job, or to help take up odd jobs wherever you're needed. Best for learning the map layout and controls.<br />
| Can often feel overwhelming and disorienting, as people will tend to be ignore you. This is due to the fact that regular players picking the assistant role are normally up to all kinds of shenanigans without any intention of actually helping.<br />
|-<br />
| [[File:Generic_cargo.png]]<br />
| [[Cargo Technician]]<br />
| You have a useful yet non-critical role. Make sure to tell your Quartermaster that it is your first shift and he will often be happy to help you.<br />
| Can get quite uncomfortable when there is no Quartermaster or other Cargo Technician, so voluntarily late-joining the shift might be your best bet.<br />
|-<br />
| [[File:Generic_barman.png]]<br />
| [[Bartender]]<br />
| People coming to the bar tend to be very relaxed and roleplay-oriented and mixing itself is easy enough to pick up. You are very independent of how well other people do their job.<br />
| You don't have any bartender-buddy who can show you around. Also the sheer amount of [[Guide to Drinks|different drinks]] can be overwhelming.<br />
|}<br />
<br />
== Heads Up Display ==<br />
There is a lot of visual information and clutter to sort through with this game, and the HUD can be daunting to those starting out. Starting from the tabs located in the upper right corner:<br />
<br />
=== The Tabs ===<br />
[[File:Tabs.png|thumb|333px|The tabs.]]<br />
<br />
<br />
* '''Text''': Shows game log all the way up.<br />
* '''Info''': Opens the info-section with in-game tabs.<br />
* '''Wiki''': Opens the game wiki in your internet browser.<br />
* '''Forum''': Opens the game discussion forum in your internet browser.<br />
* '''Rules''': Opens the rules.<br />
* '''Changelog''': Opens the changelog.<br />
<br />
<br />
* In-game tabs:<br />
** '''Status''': Lists various points of interest such as current intent, move mode, and oxygen tank statuses (if applicable).<br />
** '''Admin''': The first option in this tab, 'Adminhelp', is something that should always be remembered, adminhelp sends a direct message for questions pertaining gameplay. 'Adminnotice' displays admin notices. 'Adminwho', gives a list of in-game admins.<br />
** '''IC''': Gives a list of In-Character actions that can be done at the moment.<br />
** '''OOC''': Gives a list of Out-Of-Oharacter actions, which are anything outside of the current game.<br />
** '''Object''': Actions that can be done with objects current at hand.<br />
** '''Preferences''': Gives a list of toggleable out-of-character settings.<br />
<br />
<br />
=== Inventory/Commands ===<br />
{{anchor|Inventory}}<br />
{|align="center" style="width:100%; border:2px #a3b1bf solid; background:#E6F8FF; text-align:left;"<br />
|'''Your inventory is the bar spanning the bottom and lower left of the screen.<br />
<br />
Commands are to the lower right corner, and your personal status is on the right edge of your viewport (where the game world is displayed).'''<br />
<br />
{| class="wikitable" style="text-align: left; background-color:#FAFEFF;"<br />
|<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
|-<br />
! 1 [[File:Hud-inventory.png]] Worn Equipment - These are the various equipment slots you have. Can be collapsed and expanded by clicking the backpack icon.<br />
|-<br />
| [[File:Hud-Headwear.png]] '''Headwear slot''' - For hats, helmets and flowers.<br />
|-<br />
| [[File:Hud-Eyewear.png]] '''Eyewear slot''' - For glasses, goggles, eyepatches and other eyewear. <br />
|-<br />
| [[File:Hud-Mask.png]] '''Mask slot''' - For masks, either for your mouth or for your whole face.<br />
|-<br />
| [[File:Hud-Earwear.png]] '''Earwear slot''' - For headsets (radio) or pens.<br />
|-<br />
| [[File:Hud-Uniform.png]] '''Uniform slot''' - For jumpsuits, shorts, and other innerwear.<br />
|-<br />
| [[File:Hud-Exosuit.png]] '''Exosuit slot''' - For space suits, jackets, armor, etc.<br />
|-<br />
| [[File:Hud-Handwear.png]] '''Handwear slot''' - For gloves.<br />
|-<br />
| [[File:Hud-Footwear.png]] '''Footwear slot''' - For shoes and boots.<br />
|-<br />
| [[File:Hud-Exosuitslot.png]] '''Exosuit container slot''' - For big or small things, like oxygen tanks or guns, depending on what is in your exosuit slot.<br />
|-<br />
| [[File:Hud-ID.png]] '''ID slot''' - For your ID, wallet or PDA.<br />
|-<br />
| [[File:Hud-Belt.png]] '''Belt slot''' - For belt-wearable items like a toolbelt, PDA, oxygen tank, gun, etc.<br />
|-<br />
| [[File:Hud-Back.png]] '''Back slot''' - For a backpack, satchel or huge items like a fireaxe, big oxygen tank.<br />
|-<br />
| [[File:Hud-Pocket.png]] '''Pocket slots''' - For all small items.<br />
|}<br />
|rowspan="8" style="background-color: someonecanchangethisiftheywant;"|[[File:Space_Station_13_2016-09-18_HUD.png|thumb|480px|border|right|Picture of the game with the HUD parts numbered.]]<br />
|-<br />
|'''2 [[File:Hud-hands.gif]] Hands''' - Shows you what you are currently holding, and which hand you will interact with. This is also where you can switch between which hand you're currently using.<br />
|-<br />
|<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
|-<br />
|{{anchor|Intent}}'''3 [[File:Hud-intent.gif]] Intent Switch''' - This is your intent. This determines how you will interact with another person when you click on them.<br />
|-<br />
| [[File:Intent_Help.png]] '''Help''' - Help helps people. This can mean you're trying to wake someone up, help them stand (both of which require an empty hand), give them [[CPR]] (to keep them alive if their status is critical) or give them medication, if you're compassionately inclined. As stated earlier, trying to help someone with an item equipped in your hand will usually just make you beat them gently with the object, and then you will possibly be beaten less gently by security in return. In short '''mind your hands, and the contents of them.'''<br />
<br />
Clicking yourself with the Help Intent also gives you a brief self-diagnosis, allowing you to take a general measure of your health even without precision health measuring equipment on hand.<br />
<br />
Help intent also allows you to walk through other people instead of blocking them.<br />
|-<br />
| [[File:Intent_Disarm.png]] '''Disarm''' - Disarm shoves your target away from you and applies a short slowdown, if the shoved target is slowed down, shoving them again will disarm any gun they are holding. Take note that this won't take affect on targets wearing a riot suit.<br />
<br />
Shoving a player onto another player causes both to be knocked down. Shoving your target into a solid object will disarm them. Disarm tends to be the most useful for ensuring that you survive and come out in top in a duel, and it has plenty of offensive use in larger brawls and is used most often.<br />
|-<br />
| [[File:Intent_Grab.png]] '''Grab''' - Grabbing someone will place a hold on them. Grabbing them again will cause to put them in progressively more advanced holds: passive, aggressive, hands, and neck.<br />
<br />
Passive is used to make people follow you, but it can be freely broken out of. Aggressive is essentially the same thing, but the targeted person must [[resist]] to weaken your hold to a less advanced stage (provided they're not disabled in some manner) and escape.<br />
<br />
Hands is similar to aggressive, but you can throw them onto tables or across the room. Neck will move them onto the same tile as you, knock them to the ground and cause you to move much slower. While you've placed a hold on someone's neck, they will slowly lose oxygen, but you can press "kill" to speed up the process. You must have an empty hand slot to try and grab someone.<br />
|-<br />
| [[File:Intent_Harm.png]] '''Harm''' - Harm does the most damage and will [[Terminology#Crit|critically wound]] more quickly than disarm. It is most useful for when your victim is already disabled somehow.<br />
|}<br />
|-<br />
|'''4 [[File:Hud-walkrun.gif]] Run Switch''' - A button that toggles between running and walking. Running over wet floors will cause you to slip, while walking will not.<br />
|-<br />
|'''5 [[File:Hud-target.gif]] Body Target''' - Shows what part of someone's body you will interact with. Interacting with different parts can do different things. To change this, click on the different parts of the body.<br />
|-<br />
|'''6 Commands:'''<br />
<br />
'''[[File:Hud-pull.png]] Stop Pull''' - Right-clicking some objects gives you the option to pull them. When you want to stop pulling, hit this button.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
|-<br />
|[[File:Hud-resist.png]] '''Resist''' - Used to free yourself if you've been restrained by something.<br />
|-<br />
|The resist button is used to resist, or break free, from these kinds of situations:<br />
* Someone else's grab<br />
* A chair or bed that you're buckled to<br />
* Handcuffs<br />
* Space vines<br />
* If you find yourself welded or locked inside of a [[Locker]]<br />
* To Stop, Drop, and Roll when you are on fire<br />
|}<br />
<br />
'''[[File:Hud-drop.png]] Drop''' - Hitting this will drop whatever you have in your currently active hand.<br />
<br />
'''[[File:Hud-throw.png]] Throw''' - Toggles Throw mode. Clicking anywhere on the screen with this active will throw the object in your active hand in that direction. It also lets you catch things thrown at you when toggled on.<br />
|-<br />
|'''7 [[File:Internals on.png]][[File:Internals_off.png]] Internals Status''' - Shows whether or not you have internals running. Internals consist of an oxygen tank and a breath mask. Internals are required in areas exposed to space or [[Guide_to_Atmospherics#The_Gases_and_Their_Functions|hazardous gases]]. Clicking this will toggle it on/off if you have them equipped.<br />
|-<br />
|'''8 [[File:Health_full.gif]] Health''' - A general-purpose health bar. Fades to orange, then red as you take more damage. The letters CRIT means you are currently dying. You may be saved if someone administers medical treatment in time. Performing CPR on someone in critical condition can prolong their death long enough to get them to [[Medbay|proper medical treatment]].<br />
|-<br />
|'''9 [[File:Health_doll.png]] Health Doll''' - This gives a general readout of damage taken to specific limbs. Each damaged part will fade to orange then red. Missing body parts will be highlighted with black.<br />
|-<br />
|'''10 [[File:Crafting_menu.png]] Crafting Menu''' - Clicking this opens the crafting menu, which lets you create various things ranging from food to spears if you have the appropriate parts nearby or on your person.<br />
|}<br />
Useful '''shortcuts''' for using most of the HUD commands can be [[Shortcuts|found here]].<br />
|}<br />
<br />
=== Status Alerts ===<br />
These icons are normally not seen on the screen. They will only appear if something is wrong.<br />
{| class="wikitable"<br />
! colspan="2"| State<br />
! Description<br />
|-<br />
![[File:Oxygen_warning.gif]]<br />
!Oxygen warning<br />
|The air you breath in does not have enough oxygen.<br />
|-<br />
![[File:High_pressure.gif]][[File:Low_pressure.gif]]<br />
!Pressure warning<br />
|Pressure levels are too high (red) or too low (black). Low and high pressures can kill you.<br />
|-<br />
![[File:Tox in air.gif]]<br />
!Toxin warning<br />
|You are breathing in toxic gases.<br />
|-<br />
![[File:Hud-fire.png]]<br />
!Fire warning<br />
|The air is hot enough to burn you.<br />
|-<br />
![[File:Hud-freeze.gif]]<br />
!Freeze warning<br />
|The air is cold enough to freeze you.<br />
|-<br />
![[File:Hud-temp.gif]]<br />
!Temperature warning<br />
|You are too cold or too hot.<br />
|-<br />
![[File:Hunger_low.png]]<br />
!Hunger warning<br />
|You're starting to get hungry, starting from yellow to red, gray means you're bloated. You cannot die from hunger, but the longer you go without food, the slower you will be able to run.<br />
|}<br />
<br />
== Doing Things ==<br />
The game uses a '''point-and-click system'''. You select '''which hand''' you wish to use with the [[File:Hud-hands.gif]] '''hand buttons''' and by clicking on the item you wish to interact with.<br />
<br />
E.g. If you want to heal someone's brute damage with a suture, you first '''click on the suture with an empty hand''' to pick it up and then '''click on the patient with the suture in your active hand.'''<br />
<br />
Some items can hold more items, such as a backpack. To open a pack or a box, simply click on it with an empty hand or '''click and drag''' it to your sprite. If you wish to remove your backpack from your back (or any other wearable container item), '''click and drag''' it to an empty hand.<br />
<br />
To drop an item, simply hit the '''Drop button''' with the item in your active hand.<br />
<br />
<br />
=== Learn as You Play - Exercises ===<br />
This section will present small tasks for you to try and accomplish in your first few shifts, which will develop your understanding of the game.<br />
<br />
They may seem tedious or boring, but knowing the fundamental mechanics is the cornerstone to becoming a skilled and [[robust]] player. Space Station 13 is a game that is learned and mastered through practice, and there is always something new to be learned or mastered at all stages.<br />
<br />
These exercises are not mandatory, but they will make you understand the user interface and basic interactions much more quickly, and will teach you how to communicate with others, which is extremely important. You can try to learn it by yourself, but [[Guide to evading getting banned|exercise caution]], or your time on Space Station 13 will be very short indeed. We highly recommend following through the short tutorial which is followed by this.<br />
<br />
<br />
<br />
<font size="4">'''First Day on the Job:'''</font size><br />
==== Clothing and Internals ====<br />
{|align="center" style="width:100%; border:2px lightgrey solid; background:#E6F8FF; text-align:left;"<br />
|<center>'''Welcome aboard the Space Station 13, chances are you have arrived late in the shift and are currently located on the [[Arrivals|Arrival Shuttle]].'''<br />
{| class="wikitable" style="text-align: left; background-color:#FAFEFF;"<br />
|-<br />
|[[File:Backpack.png]]<font size="3">'''1. Navigation and items:'''</font size><br />
<br />
:Firstly, you will need to unbuckle yourself from the Arrival Shuttle seat. You will now need to learn how to the inventory works. Head over to the blue and pink lockers aboard the Shuttle and open them, pick up a jumpsuit you like and a pair of shoes and place them in your backpack. When you're done close the locker.<br />
:#Click the "BUCKLED" icon at the top right of the viewport screen to unbuckle yourself from your seat.<br />
:#Use the movement keys (arrow keys, numpad keys (with numlock off) or WASD with (the in-game [[hotkeys]] on)) to move.<br />
:#Click the locker with an empty hand selected to open it.<br />
:#Right-click the locker and choose a jumpsuit you like, click the 'Pick up' option.<br />
:#Switch hands by clicking on the [[File:Hud-hands.gif]] hand button or by pressing Page Up.<br />
:#Repeat this for shoes and pick them up.<br />
:#Click the backpack with the hand which has the jumpsuit in order to place it inside the backpack.<br />
:#Place the shoes inside the backpack.<br />
:#Click the locker with an empty hand to close it.<br />
|-<br />
|[[File:Brshoe.png]]<font size="3">'''2. Clothing:'''</font size><br />
<br />
:Now you'll need to head out of the [[Arrivals|Arrival Shuttle]] to a private area and change your clothes.<br />
:#Head out of the Arrival Shuttle to the north.<br />
:#Go into an Escape Pod shaft (red doors).<br />
:#In your inventory bar on the bottom left, click the gray jumpsuit, that you're wearing, to take it off (notice that your PDA and ID also fall off because the slot availability changes depending on your clothing).<br />
:#Now open your backpack by clicking on it with an empty hand and take the new jumpsuit out.<br />
:#Click the jumpsuit slot (where your jumpsuit used to be, the left side of your inventory) to get dressed.<br />
:#Pick up your ID and place it back in your ID slot (bottom row, third left slot from your hands).<br />
:#Pick up your PDA and place it on your belt (bottom row, second left slot from your hands).<br />
:#Now remove your shoes, take the new ones from your backpack and place the new ones on.<br />
:#You may leave the old jumpsuit and shoes here as you won't need them anymore.<br />
|-<br />
|[[File:BreathMask.png]]<font size="3">'''3. Internals:'''</font size><br />
<br />
:The station has likely been beat up a bit since the beginning of the round and so it is a good idea to put internals on just in case we come across a place with no breathable atmosphere. The internals can be found ready in a box in your backpack. Take them out of the box and put them on.<br />
:#Open your backpack and take out the box.<br />
:#Open the box with your other hand.<br />
:#Take out the breath mask and place it in your mask slot (upper slot of your inventory).<br />
:#Pick up your PDA from your belt and place it in your free pocket (bottom row, to the right of your hands).<br />
:#Take the emergency oxygen tank from the box and put it where your PDA used to be on the belt.<br />
:#Turn internals on by clicking on the internals status icon ([[Starter_guide#Heads_Up_Display|number 8 on the HUD-image above]]).<br />
|}<br />
'''Great! Now you're ready to start your first day on Space Station 13!'''<br />
|}<br />
<br />
==== Writing, radio and PDA's ====<br />
{|align="center" style="width:100%; border:2px lightgrey solid; background:#E6F8FF; text-align:center;"<br />
|<br />
Let's learn how basic communication works.<br />
{| class="wikitable" style="text-align: left; background-color:#FAFEFF;"<br />
|-<br />
|[[File:Pen.png]]<font size="3">'''4. Writing:'''</font size><br />
<br />
:It's good to have things written down, so I want you to write your name on the sheet of paper in the [[Security Checkpoint]].<br />
:# Head out of the maintenance shaft through the same door you came in.<br />
:# Go right, and then south and then right again.<br />
:# There is a small office with gray and red floors there with a desk which should have a pen, a sheet of paper and a recharger.<br />
:# Get to the desk, pick up the pen and click on the sheet of paper.<br />
:# Write <code>"Assistant [your name] arrived on SS13 on [date here]"</code> (example: ''Assistant Matt Droid arrived on SS13 on 27.11.2010'') and hit OK.<br />
:# Put the pen back on the desk, examine the note (Shift + Click it), and close the window after you're done examining.<br />
|-<br />
|[[File:Headset.png]]<font size="3">'''5. Radio:'''</font size><br />
<br />
:Okay, you're an assistant, which means you can theoretically work anywhere and assist with tasks. Practice dictates otherwise, but we won't pay lazy asses round here, so try to get a job now. Try to ask someone if they need assistance.<br />
:# Using the radio is simple. Instead of using <code>'''say "Hello"'''</code> like you would to say things to the people around you, you use <code>'''say ";Hello"'''</code>. Basically you add a semicolon before your message. Some departments have department radios (e.g. Security, Engineering, Medical). As an assistant, however, you don't belong to a department, and as such don't have a department radio, but when you do, it works by writing <code>'''say ".h Hello"'''</code> or <code>''':h'''</code> for departmental radio, whichever suits you best.<br />
:# Be polite and professional when asking. An example of how to ask: Say <code>";This is assistant [your name], I've just arrived on this station and I am wondering if anyone needs assistance with any job."</code><br />
:# Then you wait for a reply, if someone says they need you, then go to them and learn from them, you can continue these exercises at any times. If the call ends up with you dead on the floor, don't get mad, it happens all the time.<br />
:# If you don't get a reply, continue with this exercise.<br />
|-<br />
|[[File:Normalpda.gif]]<font size="3">'''6. PDA:'''</font size><br />
<br />
:You have been issued with a Portable Data Assistant which you should now have in your pocket. I want you to enable the PDA's flashlight and send a message to some random person.<br />
:# Your PDA already holds a pen inside, which is removable by right-clicking on the PDA and selecting Remove Pen.<br />
:# The PDA can also hold an ID card inside it. Take your ID and click the PDA with your ID in active hand to place it in. Your PDA/ID combination can be held in your ID slot to function as an ID card but this way you can also save one inventory slot.<br />
:# Open your PDA by clicking and dragging the PDA to anywhere you can see on the screen. You can also take it in your hand and use it by clicking it again or pressing Page Down.<br />
:# The PDA has several tools available. Different department's PDA's have more specific tools like health analyzers and power monitors. Yours is simple however and only has a few basic tools.<br />
:# To enable the flashlight click the 'enable flashlight' link at the bottom. Note that the flashlight is very weak. You'll see the difference in dark areas such as maintenance shafts.<br />
:# To send a message, open the Messenger from the main menu.<br />
:# You'll see a list of detected PDA's, click one at random and send a message to them. Message's content is your choice, if you can't think of anything just say <code>"Hi!"</code>, don't get upset if the recipient doesn't answer, they're probably dead or just very busy.<br />
:# Close the PDA.<br />
|-<br />
|}<br />
'''Congratulations!'''<br />
<br />
You have just finished the tutorial and know how basic mechanics work (or you at least have a somewhat better understanding than just jumping right in without following this through).<br />
<br />
But wait! The learning doesn't just stop here, not by a long shot. Space Station 13 is a game with shocking depth for looking so simple on the surface, with an immense amount to learn about each job on the station and all the tips and tricks of the trade.<br />
|}<br />
<br />
<br />
==== Next recommended steps ====<br />
# Explore the station, keep your mouse cursor over doors and check your lower left bar for the room's name. Check the [[map]] (in the box in your bag) and get used to the layout, the station is really not as big as it first seems.<br />
# Talk to people, ask them what they're doing and if you could be of any assistance. The [[bar]] is an excellent place to find bored people who have nothing else to do but socialize.<br />
# Go get a rookie-version of some job, ([[Jobs#Civilian|civil duty jobs]] are mostly easy) and join a department mid-shift. Most of these jobs give you no pressure if you join mid-shift. Walk to the [[Head of Personnel|Head of Personnel (HoP)'s]] desk (if there's no one at the desk you can PDA message the HoP asking him/her to come over as soon as possible) and ask the HoP a job recommendation or you can recommend a job idea of your own (e.g. Pianist, Space Hobo, Waiter, Test Subject, Boxer)!<br />
# Most rounds end with an emergency shuttle call. The [[Escape Shuttle]] will arrive to the [[Escape Shuttle Hallway]], which you can find easily if you follow the panicking people, blood trails and helpful EVAC signs on the walls. Get on board the shuttle, buckle yourself to a chair and enjoy the ride! When you arrive to Central Command, the round ends and another one starts soon after. Such is the circle of life in Space Station 13.<br />
# Read the few tips underneath and start your second round by choosing your first "real job" as a [[Cargo Tech]], which you should probably play for at least a few rounds. Don't get greedy! Work your way slowly up from civilian jobs to more vital ones. Good luck and have fun!<br />
<br />
=== Basic Controls Summary ===<br />
* '''Arrow keys, numpad keys with numlock off or WASD with [[hotkeys]]''' to move<br />
* type <code>'''ooc "Hello"'''</code> to speak [[OOC|Out-Of-Character (OOC)]]<br />
* type <code>'''say "Hello"'''</code> to speak [[IC|In-Character (IC)]]. Clicking the chat button in the lower right corner will automatically place say in the chat bar.<br />
* type <code>'''say ";Hello"'''</code> to speak over the radio (in character)<br />
* type <code>'''say ":h Hello"'''</code> to speak over your department radio (in character), if you have one. See [[Headset#Earpieces|headsets]] for more details.<br />
* '''Left click''' items to interact with them.<br />
* '''Right click''' items to bring up the context menu.<br />
<br />
=== Keyboard Shortcuts ===<br />
Check out the list of [[Keyboard Shortcuts]] for making your life on the station easier.<br />
<br />
== General Tips ==<br />
Some general tips to get you through gameplay:<br />
* Play your first "real" round as a [[Cargo Technician]] - it will let you learn the controls from more experienced players (notably the [[Quartermaster]]) in a low stress, low importance job, while being useful. All the info how to do the job (and any job, for that matter) can be found on the [[Jobs|job's own page]]. There's no need to rush into things, read the job page entirely and you've learned more than most at that point.<br />
* It's perfectly okay and encouraged to tell people you are new in IC chat! Some of your coworkers might even take the time to show you the ropes.<br />
* Keep a close eye on the chatlog, especially if things are happening fast, you might miss an <span style="color:red">'''important big, red, bolded text'''</span>.<br />
* Not sure what something is? Shift+click on an object to examine it. If you need more info, [[Objects|search the object from wiki]]. Every door on the station has a label, so if you're not sure where you are, examine a nearby door and check the [[map]].<br />
* Didn't understand something someone said? Check [[Terminology]], there's a big chance you'll find your translation there.<br />
* Some things still seem incomprehensible? Ask away by using [[Adminhelp]] (press F1 or type <code>Adminhelp</code>).<br />
* Join after the round officially starts, so to minimize the risk of being the target of an antagonist.<br />
* Clicking and dragging your [[PDA]] enables hands free usage. Clicking your PDA with an ID places it inside.<br />
* If OOC chat is too noisy for you you can toggle it off under the Preferences tab in-game.<br />
* [[Internals]] are important in case you find yourself in an area without oxygen. You'll know if this is happening by an O2 indicator flashing and messages in chat that you are gasping for breath. You start with a box with internals in your backpack. To set up an internal gas supply, you need a mask and an oxygen tank. Put the [[Gas Mask|mask]] on the mask slot and your [[oxygen tank]] on your belt, pocket or back. Then click the [[Starter guide#Heads up display|internals status button]] to toggle it. Note that they run out of air eventually, the pressure of the gas supply in use can be observed from the info-tab. <br />
* Space is deadly without a [[space suit]] on, and a set of internals running, or proper mutations which enable you to live without air or warmth.<br />
* Examining your [[Clothes_and_internals#Earpieces|radio headset]] will list all available channels and how to talk on them.<br />
* Having your [[intent]] on 'help' will let you walk through others with help intent on instead of bumping into them. Always have 'help' on when moving around.<br />
* If you get contacted by an [[Administrators|admin]] please reply politely and simply tell your side of the story. You reply to admins by clicking on their name.<br />
* The medi-pen in your internals box will stabilize people who have taken more then 100 points of damage. If you feel at risk of falling into critical health feel free to preemptively inject yourself with it. It will slowly heal a minor amount of damage and stave off death. Do note it will not revive someone from critical health, they will still need to receive external aid.<br />
<br />
<br />
<font size="3">'''PLEASE DO NOT:'''</font size><br />
* Tell anyone about a [[HUD#Antagonist_HUD_Icons|symbol]] suddenly appearing over your head. You are (most likely) now part of a [[cult]] (black icon above your head), [[gang]] (brown G above your head) or [[revolution]] (red R above your head) and will get a notification of this.<br />
* Share any in-character information in the [[OOC]]-channel or over IRC (be careful what you say here; it's extremely easy to spoil the roundtype to everyone and doing this can and will result in a ban. See [[Terminology#IC_in_OOC|IC in OOC]] for more information).<br />
* Play any [[Heads of Staff]] jobs until you have some experience as their subordinates. Heads are (ideally) the most competent person in their department and know how to control their subordinates and get things done most efficiently. Joining as one without proper knowledge can ruin the whole department, and generally make everyone have a bad time.<br />
* Play [[Jobs#Law_and_order|Security roles]] until you have a very good handle on the game's mechanics. Security staff are mostly needed where things get very hectic and robust. Being extremely non-robust is likely to make you only be in the way of the competent security staff.<br />
* Complain in OOC chat if you are killed. If you feel the kill was unjust, use [[Adminhelp]] (same reason and the first one).<br />
<br />
<br />
Also, try to resist the urge to press the "be syndicate" buttons when you join the game. [[Jobs#Antagonist|Antagonist roles]] can be excessively hard, and next to impossible for the newest of players! See the requirements next to each antagonist job and train them before applying. Get your space legs for a bit, and hope you get brainwashed in a [[Revolution]] or [[Cult magic|Cultist]] round to have a watered down [[traitor]] experience before taking the plunge yourself.<br />
<br />
If you become an antagonist (you can tell by the big red text that appears saying you are a Traitor/Revolutionary Head/Cultist/Space Wizard/Nuclear Operative/Blob), and you didn't want to be one, go to the Admin tab in the top right corner of your screen, and hit the button labeled [[Adminhelp]]. Then, in the textbox that appears, politely tell the admins that you're a new guy and want your antagonist status gone. If you DO want to play an antagonist, ignore the last step,and take a read through the [[Game Modes]] page and figure out what antagonist you are, and how to play it. [[Adminhelp]] if you have any questions, however, and '''do not say you are an antagonist in the OOC Chat. This will get you banned for spoiling the roundtype.'''<br />
<br />
== What next? ==<br />
Once you have a decent grasp on the game, it is recommended that you first '''read''' more about [[Job selection and assignment|different jobs here]]. Various jobs have various levels of complexity, with Staff Assistant and Cargo Tech tending to be quite straightforward, while [[Captain]] and [[AI]] are extremely difficult, and you should understand your capabilities and shortcomings as a player before entering into a more vital role aboard the station.<br />
<br />
== Closing ==<br />
Please keep in mind that the point of this game (like any game) is '''to have fun'''! Just follow the [[rules]], don't be a jerk, check the updates, and remember a little of how each job works (so you know what department blows up the ship and which one cures you of diseases), and you are well on your way becoming that awesome guy that everyone likes working with.<br />
<br />
Welcome to Space Station 13. We hope you enjoy your stay.<br />
<br />
<br />
== Need More Help? ==<br />
Look at the [[Frequently Asked Questions]] or feel free to ask a question on [{{Constant/Forumurl}} the forum] or [{{Constant/Discordurl}} the discord].<br />
<br />
[[Category:Guides]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Game_Mode&diff=36102Game Mode2021-06-16T23:26:34Z<p>Xoxeyos: Changes the name from 'Traitor#Internal_Affairs_Agent' to 'Internal Affairs Agent'.</p>
<hr />
<div>{{Template:Game modes}}<br />
The '''Game Mode''' decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a [[mulligan]].<br />
==Events==<br />
===Admin Events===<br />
A vote was taken, buttons were pushed and one of the [[admin|admins]] has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun! If you are unsure of what to do or whether the round is an event, don't be afraid to ask the admins!<br />
===[[Random events]]===<br />
[[Random events]] are events which may happen during another round type. They include meteor waves, virus outbreaks and more.<br />
==In Rotation==<br />
''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>''<br />
<br />
YogStation gamemodes will be secret by default. This means that it will randomly select from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds, and then display it as secret no matter what gets chosen. Special circumstances may change this, such as [[Random events|random events]], [[mulligan]], or combined rounds (such as traitor and blood brother or traitor and changeling).<br />
===[[File:Sword.gif|link=Traitor]] [[Traitor]]===<br />
The most common game mode. In Traitor, one or more crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. The crew must find out who the traitors are and [[Security_Officer|the security team]] should stop them from reaching their goal. <br />
<br />
If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves (unless they have [[Traitor#Martyrdom|martyr]]), they win. However, being in the shuttle brig (usually marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===<br />
Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changelings can be anyone they have the DNA of - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the [[Escape Shuttle]] arrives at [[Central_Command|central command]], usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Note that changelings win individually - they may band together and work as a team, but it is more likely that they will stab each other in the back.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a changeling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===<br />
It gets worse! The station has been infiltrated by both [[traitor|traitors]] and [[changeling|changelings]]! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives! <br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor or a changeling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire]] [[Traitor]][[Vampire|vamp]]===<br />
A rare gamemode, the station can be simultaneously infiltrated by both [[Traitor|traitors]] and [[Vampire|vampires]]. Like Traitorling, traitors can also sometimes be a traitor and a vampire, but this is much more rarer than being a traitorling. Traitorvamps get access to both their [[Syndicate_Items#Uplink|uplink]] and their vampire abilities.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitorling has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor#Blood_Brothers|Blood Brothers]]===<br />
In Blood Brothers, two or more crew members two or more Syndicate agents will have to team up to [[Traitor#Your_Objectives|complete their goals]]. They function similar to traitors, except they are not given an [[Syndicate_Items#Uplink|uplink]].<br />
<br />
If the blood brothers can meet their objectives and are all present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count towards escaping and will cause them to fail. Note that in order to win, all of your team must succeed.<br />
<br />
Blood brother objectives are usually a small selection of the following:<br />
*Assassinate or maroon a specific crew member.<br />
*Steal a restricted item.<br />
*Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]] [[Traitor#Internal_Affairs_Agent|Internal Affairs Agent]]===<br />
In Internal Affairs, crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. Their objectives always concern killing another Internal Affairs Agent, so don't expect to find a buddy to help you out!<br />
<br />
Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If an internal affairs agent has completed all objectives, they get greentext.<br />
<br /><br />
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===<br />
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:<br />
*There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger.<br />
*Cultists draw runes by using their cult dagger.<br />
*Cultists acquire items from prepared spells and structures built from runed metal.<br />
*Cultists can use the dagger to cast a number of spells or draw runes with powerful effects.<br />
*The shuttle is possible to call and will end the round with a cult loss. Cultists can delay the shuttle for three minutes twice (for a total of 6 minutes) using a shuttle curse.<br />
*Cultists will have to sacrifice a specific target on an offering rune to gain the ability to summon Nar'Sie.<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command, the crew wins.<br />
*Summoning Nar'Sie will automatically end the round with a cult win.<br />
<br /><br />
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===<br />
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam and cogs; Ratvar seeks nothing more than Nar-Sie's utter annihilation.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Ark is destroyed, the crew wins.<br />
*If the Ark does not get destroyed, the Cult wins.<br />
<br /><br />
===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===<br />
A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to [[Syndicate_Items#Uplink|uplinks]] (containing most normal traitor items as well as high-profile operative weapons) and [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.<br />
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.<br />
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory.<br />
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.<br />
<br /><br />
===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===<br />
Oh no! An ion storm has caused the '''AI to malfunction''' and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it '''hate humans with a passion'''! The '''crew must race to defeat''' the mechanical overlord before it hacks all of SS13's systems and '''activates the self destruct'''! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.<br />
<br />
The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the AI can survive until the round timer elapses, the AI wins.<br />
*If the AI dies, the crew win.<br />
<br /><br />
===[[File:rev.png|link=Revolution]] [[Revolution]]===<br />
A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! '''Revolutionary Heads''' (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by [[The Syndicate]] and have been trained to use [[Flash]]es to '''brainwash the crew to join their cause''', which is to '''slaughter all the station's Heads of Staff'''. When a Revhead uses a flash on someone who isn't loyalty implanted (all security members are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart during this game mode.<br />
<br />
'''Game Ending Conditions:'''<br />
*If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins.<br />
*If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win.<br />
<br /><br />
===[[File:Gscans.png|link=Gang War]] [[Gang War]]===<br />
A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are '''Gang Bosses''' who can recruit other crew members to join their ranks. Their goal is to '''take over the station''' using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford.<br />
<br />
'''Game Ending Conditions:'''<br />
*The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose.<br />
*If the station is destroyed or evacuated, all gangs lose.<br />
<br /><br />
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]===<br />
A '''space wizard''' has infiltrated the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle.<br />
<br />
The Wizard can have an apprentice sometimes.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.<br />
*If the Wizard completes his objectives, the Wizard wins.<br />
<br /><br />
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]===<br />
Ragin' Mages is a rare spin-off gamemode of the [[Wizard]] that occurs with a 1.2% chance on high population. Instead of the traditional singular wizard invading the station, the [[Backstory#Space Wizard Federation|Space Wizard Federation]] sends a '''new Wizard every five minutes'''. Each Wizard has their own '''objectives''', similar to the ones a [[Traitor]] or Blood Brother might have. The game mode is set at an extremely low occurrence rate due its difficulty.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.<br />
*If the Wizard completes his objectives, the Wizard wins.<br />
<br /><br />
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]===<br />
The station has been invaded by light-sensitive alien creatures from space! Shadowlings can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. Until they ascend, of course.<br />
<br />
'''Game Ending Conditions:'''<br />
*If a Shadowling ascends, the Shadowlings win.<br />
*If all Shadowlings are killed the crew wins.<br />
*If the station is evacuated the crew wins.<br />
<br /><br />
===[[File:Vampire.png|link=Vampire]] [[Vampire|Vampires]]===<br />
Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a Vampire has completed all objectives, they get greentext.<br />
<br /><br />
=== [[File:Heretic_forbidden_book.png|link=Heretic]] '''[[Heretic]]''' ===<br />
Similar to, but unaffiliated with Cults, '''heretics''' can advance upon '''unique ability trees''' by sacrificing crew members. With access to the paths of '''rust, ash and flesh''', they can choose to specialize in different abilities, building towards their eventual '''ascension'''.<br />
<br />
Heretics are solo antagonists like Traitors.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*When a heretic completes their sacrifices and ascends.<br />
<br />
<br />
===[[File:Nt display.png|link=https://wiki.yogstation.net/wiki/File:Nt_display.png]] Extended===<br />
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These [[Goals#Station_Goals|Station Goals]] include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
==Other Game Modes==<br />
Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring.<br />
===[[File:Clownops.png|32px]] Clown Operatives===<br />
Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]]. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal [[Clown]]), however they spawn with a custom [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.<br />
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory.<br />
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and [[Honkmother]] spawns.<br />
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.<br />
'''Reason For Exclusion:'''<br />
Clown Ops is intended more as a joke gamemode, rather than the more serious gamemodes that can occur through selection at the beginning of the round.<br />
<br />
<br /><br />
===[[File:Monkey.png|32px]] Monkey===<br />
At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.<br />
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.<br />
'''Reason For Exclusion:'''<br />
Monkey mode has undergone many iterations, and is now run as a rare admin-forced gamemode rather than in rotation.<br />
<br />
<br /><br />
===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]===<br />
A Devil has been sent from hell! An infernal soul merchant is an agent from hell, sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all competing over the same limited resources.<br />
<br />
There are two versions of the devil game mode, standard, where there's a handful of devils with two standard objectives, and devil agents, where each devil has one objective to have more souls than another specific devil.<br />
<br />
'''Game Ending Conditions:'''<br />
*A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a devil has completed all objectives, they get greentext.<br />
'''Reason for exclusion:'''<br />
Too reliant upon roleplay and rounds tend to devolve into too much chaos.<br />
<br />
<br /><br />
===Dynamic===<br />
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have up to three roundstart rulesets depending on the pop and threat level. Then there are latejoin and midround rulesets. The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists. <br />
<br />
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:<br />
*Peaceful Waypoint: Threat 0 to 19, no antagonists alive<br />
*Core Territory: 0 to 19, with antagonists<br />
*Anomalous Exogeology: 20 to 39<br />
*Contested System: 40 to 65<br />
*Uncharted Space: 66 to 79<br />
*Black Orbit: 80 to 99<br />
*Impending Doom: 100<br />
'''Reason For Exclusion:'''<br />
Experimental, still undergoing balancing.<br />
<br />
<br /><br />
===[[File:Assimilate.png|32px]] [[Assimilation]]===<br />
Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a hivemind host has completed all objectives, they get greentext.<br />
'''Reason For Exclusion:'''<br />
The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host.<br />
<br />
<br /><br />
===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===<br />
In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle, after the set amount of time has passed, leaves.<br />
*Everyone present and alive on the shuttle at the end is considered to have won.<br />
*Everyone left behind or dead at the end is considered to have lost.<br />
'''Reason For Exclusion'''<br />
Meteors can be a random event occurring in game, but otherwise are admin-only due to the predictability of most meteor rounds and that meteor rounds are very short. That, or you have a case of "We can fix it", or everyone migrating to lavaland. Also turns the server into one huge laggy mess.<br />
<br />
<br /><br />
===[[File:Sword.gif|32px]] Overthrow===<br />
The Syndicate has planted sleeper agents on board the station, and one agent with a special implanter is tasked to wake them up so that they can take control from the inside. However, rival Syndicate factions are also trying to wake these sleeper agents for their own objectives. Convert all the targets to gain control of the station!<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*The team that gained the most points by completing their objectives wins.<br />
'''Reason For Exclusion:'''<br />
A horribly confusing game mode that was unclear in its points system, unclear on the relationship between the other Syndicate teams, and numerous other issues. It was disliked by much of the player base and the creator does not show interest in working on it.<br />
<br />
<br /><br />
===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages===<br />
Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.<br />
*If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.<br />
'''Reason For Exclusion:'''<br />
The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally.<br />
<br />
<br /><br />
===Battle Royale===<br />
Crew are put into a battle bus and must fight to be the last one alive. The fighting area shrinks every 4 minutes.<br />
<br />
'''Game Ending Conditions:'''<br />
*The last person alive wins.<br />
'''Reason For Exclusion:'''<br />
Mass-chaos. More an event than a gamemode.<br />
<br />
<br /><br />
===[[Darkspawn]]===<br />
Still under development, you can check on the status of the mode [https://github.com/yogstation13/Yogstation/pulls?utf8=%E2%9C%93&q=is%3Apr+Darkspawn+is%3Aclosed+ here]. Occasional tests are currently ran to see what needs improving.<br />
<br />
<br /><br />
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor|Trust No]][[Changeling| One]]===<br />
Traitor and Changelings gamemode, except mindshields are bypassed and anyone on the station can be an antagonist, even Security or the Captain. Trust no one.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitorling has completed all objectives, they get greentext.<br />
'''Reason For Exclusion:'''<br />
Doesn't work on secret, people will end up paranoid in normal traitorling rounds.<br />
==Removed game modes==<br />
Gamemodes that were once in rotation, but have since been taken out completely.<br />
===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]===<br />
Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.<br />
<br />
'''Game Ending Conditions:'''<br />
*If the Abductor Scientist dies, the Abductors lose.<br />
*If all the objectives have bin completed, the Abductors get greentext.<br />
'''Reason For Exclusion:'''<br />
This gamemode occurs as a midrount event rather than a gamemode now, because of the low threat.<br />
===[[File:Blob.png|link=Blob]] [[Blob]]===<br />
The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it '''consumes the entire station'''!<br />
<br />
'''Game Ending Conditions:'''<br />
*If the crew manage to destroy the blob core, the crew will win.<br />
*If the blob manages to spread to a predetermined size, the crew will lose.<br />
'''Reason for exclusion:'''<br />
This gamemode occurs as a midrount event rather than a gamemode now.<br />
===[[File:Sword.gif|link=Traitor]][[File:Abductor.png|link=Abductor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Abductor]] + [[Changeling]]===<br />
HNNNNNG- YAAAAAAA!! IT HURTS!!<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle docks at Central Command.<br />
*If a traitor/ling has completed all objectives, they greentext.<br />
*If an abductor has completed all objectives, whether they're dead or alive, they greentext.<br />
'''Reason for exclusion:'''<br />
This gamemode is no longer included in the gamemode rotation or admin force menu.<br />
===Hand of God===<br />
Two rival cults have taken root on the station!<br />
<br />
'''Reason For Exclusion:'''<br />
This game mode is no longer being maintained.<br />
===[[Nations]]===<br />
Nations is an unorthodox game mode that relies almost entirely upon roleplaying, because of this it's very rare and devolves into fighting quickly. In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.<br />
<br />
'''Game Ending Conditions:'''<br />
*When the Emergency Shuttle leaves.<br />
'''Reason For Exclusion:'''<br />
It usually just ends in grief and is better left as a planned admin event.<br />
===Sandbox===<br />
Like extended except you can spawn any item you want through the "Sandbox Panel" verb.<br />
<br />
'''Reason For Exclusion:'''<br />
Never used.<br />
[[category:meta]]<br />
[[Category:Game Modes]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=File:Revenant.png&diff=35656File:Revenant.png2021-04-10T15:00:22Z<p>Xoxeyos: Xoxeyos uploaded a new version of File:Revenant.png</p>
<hr />
<div></div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Heretic&diff=35613Heretic2021-04-08T23:39:32Z<p>Xoxeyos: /* Basics */ Moves the recipe for the living heart underneath the basics, and also adds the recipe for transmuting a new codex cicatrix.</p>
<hr />
<div>{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = green<br />
|stafftype = ENEMY<br />
|imagebgcolor = green<br />
|img_generic = <br />
|img = Heretic1.png<br />
|jobtitle = Heretic<br />
|access = Wherever your job has access to<br />
|additional = Wherever you can break into or teleport to.<br />
|difficulty = '''HARD'''<br />
|superior = Forgotten Gods<br />
|duties = Find influences, notice they all have been taken. Sacrifice people and ascend as a vessel of your god<br />
|guides = This is the guide. <br />
|quote = 'ADMINS HALP HOW DO I SACRIFICE PEOPLE'<br />
}}<br />
<br />
"''Forgotten, devoured, gutted. Humanity has forgotten the eldritch forces of decay, but the mansus veil has weakened. We will make them taste fear again...''"<br />
<br />
So you're a heretic? Well, get ready for some magic and battle. Grab those influences, make some sacrifices, and ascend to godhood.<br />
<br />
==Basics==<br />
You are a nasty little bookworm in search of truth and power, and you have arrived on a station ripe with opportunities. The ultimate goal of a heretic, aside from completing their standard traitor objectives, is to gain power points to unlock their abilities.<br />
<br />
You can increase your power in two ways: harvesting magic energies from the eldritch influences around the station, or by sacrificing any crew members your dark patrons may hunger for. To aid this task, you start with two items and a spell:<br />
<br />
* [[File:Heretic_forbidden_book.png]] The '''Codex Cicatrix''', used to draw runes and research.<br />
* [[file:heart.png]] The '''Living Heart''', used to transmute and find your targets.<br />
* [[File:mansus_grasp.gif]] '''Mansus Grasp''', a modular spell that, without upgrades, lets you touch a target to cause knockdown and light burn damage on a 15 second cooldown. As you grow in power, your Grasp will gain additional effects.<br />
<br />
All of these are critical to your ascension, so don't lose them, and keep them hidden from security!<br />
Should you lose these occult items, you can transmute new ones using your victims, and items around the station.<br />
<br />
* In order to transmute a new '''Codex Cicatrix''', you'll need human flesh, a pair of eyes, a bible, and a pen.<br />
* Transmuting a new '''Living Heart''' requires a new heart, a splatter of blood, and a poppy flower.<br />
<br />
[[file:reality_fracture.gif]] '''Influences''' are the easy way to gain power points. Whenever there are heretics aboard Space Station 13, influences will randomly spawn across the station at the start of the round. Initially, influences flicker with bursts of energy similar to electricity, have randomized names, and can only be seen by heretics. To harvest an influence, simply hit it with your codex and remain still for a short period. After being harvested, the influence will lose it's electric-like bursts, gain a yellow glow with a rainbow border originating from the middle, change their name to '''pierced reality''', and become visible to the entire crew. Influences can only be harvested once, so don't waste time trying to collect those that other heretics have already taken!<br />
<br />
[[file:reality_fracture_harvested.gif]] An already harvested influence. Notice the glow.<br />
<br />
<br />
Once you have some power points, it's time to '''research'''! Simply use your codex in-hand to open the research menu and spend your points on abilities. The research menu forms a branching tree (see below), and your first selection will be to commit to a '''path''' that defines your initial abilities and final ascension. You can earn abilities from other paths to a limited degree, but overall your chosen path will heavily influence your playstyle.<br />
<br />
Eventually, you'll need to start using proper magics. By hitting any empty tile with your codex, you'll begin to draw a '''transmutation rune'''. These runes are green and take up a 3x3 area, and while they can go under other objects, it's best to keep them clear for transmutation purposes. You can remove runes by hitting them with your codex again, and freely use other heretics' runes. To '''transmute''', simply click the rune with an empty hand while the appropriate object(s) are on top of it, making sure that nothing else is in the way.<br />
<br />
<br />
[[file:heretic_blade.png]] The '''Heretic Blade''' will be your first unlocked research. It can be created by transmuting a common knife with a secondary ingredient based on your path, and serves as a powerful melee weapon. As with the Mansus Grasp, your blade will be upgraded by your research over time. If you lose your blade, simply transmute a new one.<br />
<br />
<br />
The most important use of your rune is '''sacrificing'''. To get a sacrifice target, drop your living heart onto a rune and transmute it with nothing else present, making sure your codex is in your inventory. You'll be given a target, and can then squeeze your living heart by using it in-hand to get a vague idea of where your target is. Kill them, drag them back to a rune, and transmute their body to messily sacrifice them and earn a power point.<br />
<br />
Between influences and sacrifices, you'll eventually unlock more and more abilities; the last ability will be your '''ascension''', which guarantees a greentext and gives you massively powerful benefits or transformations. Once you've ascended, all that's left is to unleash your fury upon the crew! Use all of your powers to slaughter everybody who dares stand up to you, or just bask in your dark glory.<br />
<br />
===Paths===<br />
There are different aspects of the arcane to which you can devote yourself. While all rituals and spells can be learned, your first and most important choice will decide how your weapon [[file:heretic_blade.png]] and grasp [[file:mansus_grasp.gif]] will evolve, and how your final ascension will transform you.<br />
<br />
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"<br />
! style="background-color:green" width='140px'|Path<br />
! style="background-color:green" width='140px'|Name<br />
! style="background-color:green" width='830px'|Description<br />
|-<br />
!Path of Ash<br />
|Nightwatcher's secret<br />
|The Path of Ash revolves around fire, mobility, crowd control and being a sneaky fucker that can jaunt while handcuffed. It grants the most forgiving abilities for a new heretic, such as the aforementioned jaunt and a potential mass heal, and is highly recommended for first-timers. It doesn't have the most powerful abilities until the later game, but it is still enjoyable. Ascending gives you the power to burn down the station in a living tornado of flame.<br />
<br />
|-<br />
!Path of Rust<br />
|Blacksmith's Tale<br />
|The Path of Rust is about healing, corruption and brute forcing through all obstacles, at the cost of stealth. Rust gives you abilities that can one shot silicons, fry any electronics, destroy any turfs and take down any non-living being, while creating rusted tiles and healing while standing on them. Rust also grants access to some pretty powerful spells, making it a difficulty middle ground. Ascending grants you unparalleled healing and survivability. <br />
<br />
|-<br />
!Path of Flesh<br />
|Principle of Hunger<br />
|The Path of Flesh focuses on resurrection and summoning player-controlled minions. Heretics on this path gain almost no offensive or defensive abilities and rely heavily on stockpiling corpses, but Flesh offers many fun and powerful tools to those who can make it to the end, making it the hardest path overall for inexperienced heretics. Ascending allows you to shed your human form and become something much greater.<br />
|}<br />
<br />
===Abilities===<br />
Below is a table with all your abilities. Upon choosing a path, you begin at the top of the tree, moving straight downwards; the first few abilities you unlock are thus based on your path. However, some abilities are located between paths, and can be unlocked by moving sideways once you're adjacent to them. With enough points, you can theoretically unlock all of these 'neutral' abilities, as well as dipping into other paths' abilities, but you can only ever unlock '''one Mark''' and '''one Blade/Steel''' ability, and you can only unlock '''the ascension that matches your starting path'''.<br />
<br />
In the below tree, '''dark''' colored abilities can only be obtained by starting on the corresponding path, '''green''' abilities are "neutral" abilities that you can use to cross paths, and '''light''' colored abilities can be earned by any path by first going through the neutral ones.<br />
<br />
<br />
{| style="text-align: center; border-spacing: 0px;"<br />
|-style='background-color:#2aab2a;'<br />
|<br />
! scope="col" style='background-color:#a1a1a1; border-style: solid; border-width: 5px 5px 3px 5px' | <span style="font-size:larger">'''Path of Ash'''</span><br />
|<br />
! scope="col" style='background-color:#e34363; border-style: solid; border-width: 5px 5px 3px 5px' | <span style="font-size:larger">'''Path of Flesh'''</span><br />
|<br />
! scope="col" style='background-color:#c5673e; border-style: solid; border-width: 5px 5px 3px 5px' | <span style="font-size:larger">'''Path of Rust'''</span><br />
| <br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;'<br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Locksmith's Secret'''<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px' |'''Principle of Hunger'''<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px' |'''Blacksmith's Tale'''<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;'<br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 0px 2px' |[[File:ash_blade.png]] <br>Follow the ashen path. <br> Transmute a knife with a match for an ashen blade.<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 0px 2px 0px 2px' |[[File:flesh_blade.png]] <br>Follow the flesh path. <br> Transmute a knife and a pool of blood into a flesh blade.<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 0px 2px 0px 2px' |[[File:rust_blade.png]] <br>Follow the rust path. <br> Transmute a knife and a trash item into a rusty blade.<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;'<br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Grasp of Ash'''<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px' |'''Grasp of Flesh'''<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px' |'''Grasp of Rust'''<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;'<br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:mansus_grasp.gif]] <br>Your mansus grasp now flings opponents away from you.<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:mansus_grasp.gif]] <br>Your mansus grasp now raises dead players into subservient ghouls, this does not work on husks or mindshielded people and husks the person it's used on.<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:mansus_grasp.gif]] <br>Your mansus grasp now deal 500 damage to inorganic matter. Rusts any surface it's used on, and destroys any surface that is already rusty.<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#6EE270;'<br />
|style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|'''Priest's Ritual'''<br />
|style='background-color:#c1c1c1; border-right:dashed 2px;'|'''Ashen Shift'''<br />
|style=' border-right:dashed 2px;'|'''Ashen Eyes'''<br />
|style='background-color:#f58da2; border-right:dashed 2px;'|'''Imperfect Ritual'''<br />
|style=' border-right:dashed 2px;'|'''Armorer’s ritual'''<br />
|style='background-color:#eb7541; border-right:dashed 2px;'|'''Leeching Walk'''<br />
|style='border-right:solid 10px #c1c1c1;'|'''Priest's Ritual'''<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#6EE270;'<br />
|style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|[[file:heretic_flask.png]] <br>Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything.<br />
|style='background-color:#c1c1c1; border-right:dashed 2px;' |[[file:ashen_shift.gif]] <br>A jaunt spell that makes you immaterial and pass through walls. <br>Very short duration, you will only manage 5-6 tiles in a straight line.<br />
|style=' border-right:dashed 2px;'|[[file:heretic_medallion.png]] <br>Transmute a shard of glass with eyes organ to produce an amulet of heatvision. <br> You can see better in the dark, and can see living beings through walls.<br />
|style='background-color:#f58da2; border-right:dashed 2px;' |[[file:poppy.png]] <br>Transmute a corpse and a poppy into a voiceless dead: follows the same rule as ghouls (doesn't work on husks, husks the victim on use, doesn't work on people with mindshields) but they are mute and have 50hp. <br> Limit of 2 at a time.<br />
|style=' border-right:dashed 2px;'|[[file:heretic_armor.gif]] <br>Transmute a table (built) and a gasmask to create a suit of armor. The suit more or less halves damage received.<br />
|style='background-color:#eb7541; border-right:dashed 2px;' |[[file:rusted_floor.png]] <br>You slowly heal while standing on rusted tiles.<br />
|style='border-right:solid 10px #c1c1c1'|[[file:heretic_flask.png]] <br>Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything.<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;' <br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Mark of Ash'''<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px' |'''Mark of Flesh'''<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px' |'''Mark of Rust'''<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;' <br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:ash_blade.png]] <br>Your blade applies ash marks on hit. Touch a marked person with your grasp to deal stamina damage and burning. <br> The burning spreads to other people, becoming a bit stronger each time.<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:flesh_blade.png]] <br>Your blade applies flesh marks on hit. Touch a marked person with your grasp to make them bleed profusely.<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:rust_blade.png]] <br>Your blade applies rust marks on hit. Touch a marked person with your grasp to deal 100 damage to the majority of the gear they are carrying.<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#6EE270;' <br />
|style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|'''Curse of Corrosion'''<br />
|style='background-color:#c1c1c1; border-right:dashed 2px;'|'''Curse of Blindness'''<br />
|style=' border-right:dashed 2px;'|'''Curse of Paralysis'''<br />
|style='background-color:#f58da2; border-right:dashed 2px;'|'''Raw Ritual'''<br />
|style=' border-right:dashed 2px;'|'''Blood Siphon'''<br />
|style='background-color:#eb7541; border-right:dashed 2px;'|'''Aggressive Spread'''<br />
|style='border-right:solid 10px #c1c1c1;'|'''Curse of Corrosion'''<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#6EE270;' <br />
|style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|[[file:decal_bio.png]] <br>Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to curse them for 2 minutes of vomiting and slight organ damage.<br />
|style='background-color:#c1c1c1; border-right:dashed 2px;' |[[file:SGlasses.png]] <br>Transmute a pair of eyes, a knife and a pool of blood with an object that the victim has touched to curse them with 2 minutes of complete blindness.<br />
|style=' border-right:dashed 2px;'|[[file:wheelchair.png]] <br>Transmute a knife, pool of blood, left and right leg, a hatchet and an item that the victim touched to curse them for 5 minutes of leg paralysis.<br />
|style='background-color:#f58da2; border-right:dashed 2px;' |[[file:raw_prophet.png]] <br>Transmute eyes, a left arm, right arm and a pool of blood into a Raw Prophet. Raw prophets have increased seeing range, as well as Xray. But are very fragile and weak.<br />
|style=' border-right:dashed 2px;'|[[file:blood_siphon.gif]] <br>A touch spell that steals a bit of life from others to heal you.<br />
|style='background-color:#eb7541; border-right:dashed 2px;' |[[File:corrode.gif]]<br>Spreads rust to nearby turfs. Destroys already rusted walls.<br />
|style='border-right:solid 10px #c1c1c1'|[[file:decal_bio.png]] <br>Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to them for 2 minutes of vomiting and slight organ damage.<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;' <br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Fiery Blade'''<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px' |'''Bleeding Steel'''<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px' |'''Toxic Blade'''<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;' <br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:ash_blade.png]] <br>Your blade adds firestacks to those you attack, as well as igniting them.<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:flesh_blade.png]] <br>Your blade causes additional bleeding to those you attack.<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:rust_blade.png]] <br>Your blade additionally injects its victims with a small amount of eldritch water.<br />
|<br />
|-style='background-color:#6EE270;'<br />
|style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|'''Cleave'''<br />
|style='background-color:#c1c1c1; border-right:dashed 2px;'|'''Fiery Rebirth'''<br />
|style=' border-right:dashed 2px;'|'''Ashen Ritual'''<br />
|style='background-color:#f58da2; border-right:dashed 2px;'|'''Lonely Ritual'''<br />
|style=' border-right:dashed 2px;'|'''Rusted Ritual'''<br />
|style='background-color:#eb7541; border-right:dashed 2px;'|'''Entropic Plume'''<br />
|style='border-right:solid 10px #c1c1c1;'|'''Cleave'''<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#6EE270;'<br />
|style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|[[file:cleave.png]] <br>A ranged spell that gives bleeding wounds to the target and those around them.<br />
|style='background-color:#c1c1c1; border-right:dashed 2px;' |[[file:onfire.gif]] <br>Drains nearby alive people that are engulfed in flames. It heals 10 of each damage type per person. If a person is in critical condition it finishes them off.<br />
|style=' border-right:dashed 2px;'|[[file:ashman.png]] <br>Transmute a pile of ash, a head and a book to summon an ashman. Ashmen have ashen shift, and a spell that lets them send off a great wave of fire.<br />
|style='background-color:#f58da2; border-right:dashed 2px;' |[[file:stalker.png]] <br>Transmute a knife, a flower, a pen and a piece of paper to summon a Stalker. Stalkers can shapeshift into different creatures to blend in, inheriting their stats.<br />
|style=' border-right:dashed 2px;'|[[file:rust_walker.png]] <br>Transmute a vomit pool, a head and a book to summon a Rust Walker. Rust walkers can walk around and shoot waves of rust.<br />
|style='background-color:#eb7541; border-right:dashed 2px;' |[[file:entropic_plume.png]] <br>A spell that creates a cloud in front of the user, confusing and blinding anyone caught inside as well as rusting anything it covers.<br />
|style='border-right:solid 10px #c1c1c1'|[[file:cleave.png]] <br>A ranged spell that gives bleeding wounds to the target and those around them.<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-style='background-color:#2aab2a;'<br />
|<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Ashlord's Rite'''<br />
|<br />
|style='background-color:#e34363; border-style: solid; border-width: 2px 2px 2px 2px' |'''Priest’s Final Hymn'''<br />
|<br />
|style='background-color:#c5673e; border-style: solid; border-width: 2px 2px 2px 2px' |'''Rustbringer’s Oath'''<br />
|<br />
<br />
<!-- ///////////////////////////////////// End of row /////////////////////////////////// --><br />
<br />
|-<br />
|-style='background-color:#2aab2a;'<br />
|[[File:heretic_rune.png]]<br />
|style='background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px' |[[file:decal_fire.png]]<br> Transmute 3 corpses to ascend and become immune to fire/cold and space. You gain two spells: to surround yourself with fire for a minute, and to send off a massive fire wave like ashmen.<br />
|[[File:heretic_rune.png]]<br />
|style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[file:terror_of_the_night_armsy.png]]<br>Transmute 3 corpses to ascend as Lord of the night or summon a terror of the night.<br />
|[[File:heretic_rune.png]]<br />
|style='background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px' |Transmute 3 corpses to ascend. While on rust tiles, your healing is tripled. Rust also spreads from the ritual's rune.<br />
|[[File:heretic_rune.png]]<br />
|}<br />
<br />
===Tips===<br />
<br />
*If your transmutations are failing, make sure your codex is on your person!<br />
*Many unlockable transmutations require body parts or whole corpses. You can get these from your victims, as well as by raiding the Morgue, or with the correct access, turning monkeys into catatonic humans.<br />
*Even if you never fight other heretics, you're inherently at odds with them. Each influence can only be harvested once, so the heretic that goes the fastest and grabs the most influences first has to do less killing and sacrificing to reach their ascensions.<br />
*As a heretic, access is more important than ever! The more areas you can easily access, the more influences you'll be able to snag. Getting all access can be a godsend, and knowing how to either hack or talk your way into other departments can help you beat other heretics to the free points.<br />
*Even after ascension, you aren't completely invincible. Don't get too hasty and end up eating a barrage of deadly lasers to the face.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
<br />
[[Category:Jobs]]<br />
[[Category:Game Modes]]<br />
[[Category:Guides]]</div>Xoxeyoshttps://wiki.yogstation.net/index.php?title=Guide_to_contributing_to_the_wiki&diff=35603Guide to contributing to the wiki2021-04-08T23:09:24Z<p>Xoxeyos: /* Content revisions */</p>
<hr />
<div>== Foreword ==<br />
Welcome to contributing to the Yogstation Wiki - we're happy to have you here. This wiki would not be possible to maintain without the help and dedication of players and staff alike. In a game as complex as Space Station 13, having an up to date wiki is critical to properly enjoy it. Thank you for taking your time.<br />
<br />
== Getting Started ==<br />
=== Your account ===<br />
As a first order of business, in order to edit pages a wiki-account is '''required''' - this is a method to reduce the possibility of grief showing up on the Wiki itself. Just ask in the [{{Constant/Discordurl}} #wiki-public channel] on the Yogstation Discord, and our [[Wiki_Team|wiki staffers]] will gladly assist you in getting started. Account creation is handled by Gavius#3817 and ktlwjec#9403, so your request will either be relayed to them, or you can speak to them directly about it.<br />
<br />
We welcome all contributors and assume good faith for all edits made, so there are very few protected pages. Wiki Administrators do however patrol changelogs to correct small errors and combat intentional misinforming edits, so please be mindful and be ready to explain your edits if it raises a red flag. The best way to prevent misunderstandings is adding proper summaries for all your edits. Once you've received your account, don't be afraid to jump in and start correcting and adding to pages.<br />
<br />
=== [[Wikicode]] ===<br />
Wikicode is the syntax used by all Wikipedias, including this one. It is not hard to pick up: Don't hesitate to read [[Wikicode|our internal guide]] or the [http://en.wikipedia.org/wiki/Help:Wiki_markup wikipedias official article]. The syntax and options might seem daunting at first, but remember that you can edit allmost all articles with this 5 minute crash course:<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="800"<br />
! colspan="3"| Most used wikicodes<br />
|-<br />
! Formatting<br />
! Code<br />
! Example<br />
|-<br />
! Bold<br />
| <pre><nowiki>Quite a '''bold''' move, Mr Bond</nowiki></pre><br />
| Quite a '''bold''' move, Mr Bond<br />
|-<br />
! Italic<br />
| <pre><nowiki>Do you ''really'' want that drink?</nowiki></pre><br />
| Do you ''really'' want that drink?<br />
|-<br />
! Italic & bold<br />
| <pre><nowiki>No! '''''Please'''''! NO!</nowiki></pre><br />
| No! '''''Please'''''! NO!<br />
|-<br />
! Sections<br />
| <pre>= Level 1 =<br />
== Level 2 ==<br />
=== Level 3 ===<br />
==== Level 4 ====<br />
===== Level 5 =====</pre><br />
| [[File:Wiki header example.png]]<br />
|-<br />
! Link (Internal)<br />
| <pre><nowiki>Check [[Wikicode]] or [[Wikicode|click here fore more]]</nowiki></pre><br />
| Check [[Wikicode]] or [[Wikicode|click here fore more]]<br />
|-<br />
! Link (External)<br />
| <pre><nowiki>http://en.wikipedia.org/wiki/Help:Wiki_markup</nowiki></pre><br />
| http://en.wikipedia.org/wiki/Help:Wiki_markup<br />
|-<br />
! Link (External, Custom)<br />
| <pre><nowiki>[http://en.wikipedia.org/wiki/Help:Wiki_markup click me]</nowiki></pre><br />
| [http://en.wikipedia.org/wiki/Help:Wiki_markup click me]<br />
|-<br />
! List (Unordered)<br />
| <pre>* Talk shit<br />
* Get hit</pre><br />
| <br />
* Talk shit<br />
* Get hit<br />
|-<br />
! List (Ordered)<br />
| <pre><nowiki># Stop<br />
# Drop<br />
# Roll</nowiki></pre><br />
| <br />
# Stop<br />
# Drop<br />
# Roll<br />
|}<br />
<br />
Wikicode is what salt is for food. Of course you can cook without salt, but well-prepared foods and texts are clearly more enjoyable. Instead of having a page be a long meandering paragraph, Wikicode allows information to be broken up and changed in appearance for greater clarity, such as the section headings shown in this guide.<br />
<br />
It is allright if you really don't want to deal with wikicode. You can still help by writing and correcting texts and have the wiki staffers add the formatting later. Just add something like <code>TODO - NEEDS FORMATTING</code> in your edit-summary to make it easier to detect.<br />
<br />
=== Questions? ===<br />
There are a few concepts that drive Wiki functionality, and this guide will attempt to touch on the very basics that you'll need to get in and get going. If you have questions regarding more advanced topics, you are allways welcome to ask in the above mentioned [{{Constant/Discordurl}} #wiki-public].<br />
<br />
== What needs doing? ==<br />
The Yogstation Wiki is an utterly massive project, and the [[Administrators#Wiki_Staff|active wiki staff team]] is small, comparatively. Most everywhere you look there is out-of-date information, duplicate guides, broken links, unintelligible references. The Wiki Team attempts to keep core pages up to date and patrolled, but there are many pages on the periphery in dire need of attention.<br />
<br />
A good place to start is by analyzing your strengths and the completeness of your knowledge within the context of Space Station 13, and then attempting to revise or update material relevant to that. If you are a person who plays Roboticist every round, then take a moment to look over the [[Roboticist]] page and verify the information there - add tips and tricks that you've picked up; publish a new guide page for some advanced facet of the position - in short, play to your strengths when editing and contributing, otherwise information can be left worse off than when it started.<br />
<br />
=== Content revisions ===<br />
Once you are done reviewing your favorite articles / randomly browsing the wiki, check its list of pages which need revisions: '''[[:Category:Needs revision]]'''. Revision flags on Jobs or Guides tend to take highest priority, as these are the pages utilized the most by Wiki visitors.<br />
<br />
As a recommendation, if you wish to work on a page uninterrupted and not worry about other users editing the same thing while you are working, you can mirror the page in to your personal [[Special:MyPage/Sandbox|sandbox]] area or anywhere in your own pages. This will create a "localized" copy that you can change unfettered by interference by others.<br />
<br />
'''Additionally, if you are revising a page, PLEASE put a summary in the Summary section of your editing window towards the bottom of the page. This will help Wiki Administrators immensely when patrolling new page edits.'''<br />
<br />
=== Mark articles ===<br />
Whenever you find a page that needs some work you can't do / you want to do later, make sure to mark it. Marking an article will not only insert a nice obvious note, it will temporarily add the page to a category. These categories serve as todo-lists, which is very convenient. As long as you don't mark every single page in existence, this alone will be helpful.<br />
<br />
When tagging articles, make sure to use <code><nowiki>~~~~</nowiki></code> wherever possible, since this will automatically insert your post-details like this: '''[[User:Helpful Herbert|Helpful Herbert]] ([[User talk:Helpful Herbert|talk]]) 23:30, 24 April 2020 (UTC)'''.<br />
<br />
{| class="wikitable" <br />
!Category<br />
!When to mark<br />
!How to mark (insert anywhere in the article)<br />
|-<br />
|[[:Category:Candidate for deletion]]<br />
|Article is not needed anymore<br />
|<code><nowiki>{{Delete|to set an example|~~~~}}</nowiki></code><br />
|-<br />
|[[:Category:NPA]]<br />
|The article '''N'''eeds '''P'''ictures '''A'''dded<br />
|<code><nowiki>{{NPA}}</nowiki></code><br />
|-<br />
|[[:Category:Citation needed]]<br />
|Rarely used, as this wiki doesn't have a very academic style<br />
|<code><nowiki>{{Citation needed}}</nowiki></code><br />
|-<br />
|[[:Category:Needs_revision]]<br />
|Something is wrong, needs to be checked, rewritten or any other kind of work like formatting<br />
|<pre><nowiki>{{Needs revision<br />
|reason=Full review required<br />
|user=~~~~<br />
}}</nowiki></pre><br />
|-<br />
|[[:Category:Needs_critical_revision]]<br />
|Large rewrites needed<br />
|<pre><nowiki>{{Needs critical revision<br />
|reason = The guide on this page is out of date.<br />
|user = ~~~~<br />
}}</nowiki></pre><br />
|-<br />
|[[:Category:Stub]]<br />
|For articles without content / barebones strucutre.<br />
|<code><nowiki>{{Stub|to set an example|~~~~}}</nowiki></code><br />
|-<br />
|[[:Category:Outdated images]]<br />
|Image is outdated<br />
|<code><nowiki>{{Outdated}}</nowiki></code><br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="100%"<br />
! Example: Needs revision<br />
|-<br />
|{{Needs revision|reason=REASON}}<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="100%"<br />
! Example: Flag for deletion<br />
|-<br />
|<br />
{| width="60%" bgcolor="#ff6666" align="center"<br />
|align="center"|[[File:Dead.png]] <font size='4'>'''THIS PAGE HAS BEEN MARKED FOR DELETION'''</font> [[File:Dead.png]]<br />
|-<br />
|align="center"|For the following reason: ''{{{1|REASON}}}''. Tagged by: {{{2|NAME}}}[[Category:candidate for deletion|{{FULLPAGENAME}}]]<br />
|}<br />
|}<br />
<br />
=== New pages ===<br />
New content is constantly being added to Space Station 13, which requires new tutorials and guides and information. Before you begin a new page, '''please search thoroughly and completely for an existing or similar page to avoid creating duplicate guides or pages'''. If you can't find it or anything related to it, you are clear to start a page yourself! This can be done simply by plugging in the title of the page you would like to create in the Search Bar in the top right - if nothing is found in the Wiki databanks, you will be prompted to create a new page under that title; this will generate a blank page that you can begin formatting and filling in with your information. It is highly recommended that you first assess the type of page you are trying to make, i.e. is it a new guide? is it a new job? and then navigate to pages that exist within that same familial typing and copy the formatting over to your new page. This will save you a lot of work in the end, as well as standardize the formatting across your new page and existing ones of the same type.<br />
<br />
=== Give Me Moar ===<br />
Still not enough huh? Well here we go: [[:Category:WikiCoordination]] is a used as an internal starting-point for coordinating things in need of doing. At this point you might want to have a talk with the wiki staff about coordinating your efforts with them.<br />
Other useful links include:<br />
* '''Categories:''' [[Special:Categories|Used]], [[Special:UnusedCategories|unused]] and [[Special:WantedCategories|wanted]]<br />
* '''Templates:''' [[Special:MostLinkedTemplates|Used]], [[Special:UnusedTemplates|unused]] and [[Special:WantedTemplates|wanted]]<br />
* '''Files:''' [[Special%3AListFiles|All]], [[Special:UnusedFiles|unused]] and [[Special:WantedFiles|wanted]]<br />
* '''All pages:''' [[Special:AllPages|All existing pages]] and [[Special:WantedPages|Wanted pages]]<br />
<br />
== [[Styleguide|Guidelines]] ==<br />
As often in life, ''what'' you do is as important as ''how'' you do it. These are not ''enforced'' rules, but use your best judgment (or preferably just ask) when to divert from these suggestions.<br />
<br />
Really, '''[[Styleguide|READ THEM]]'''<br />
<br />
== Advanced Topics ==<br />
The following guides should eventually be moved to separate articles to not overload this guide.<br />
<br />
=== Guide to Writing and Revising a Guide ===<br />
Always keep in mind what the guide pages on this Wiki are for. They are so new players can quickly glean relevant information about the role they have chosen, or been chosen for, or about mechanics of the game on the whole.<br />
<br />
'''A good guide generally consists of:'''<br />
* A brief introduction or overview of what the guide is going to be describing or accomplishing.<br />
* A detailed run down of the various topics mentioned above, with sectioning and sub-sectioning for clarity and ease of access.<br />
* Images and visual information where needed and appropriate.<br />
* Reference links or further reading material to give a grasp of content adjacent or connected to the topic at hand - for example, the Cook job page has links to the Guide to Food and Guide to Drinks, as these are relevant.<br />
* A conclusion which ties together all the above information and seeks to reiterate the material covered prior.<br />
<br />
Poorly formatted or written guides can make it hard to convey relevant information and may be discouraging to newer players.<br />
<br />
'''Extra tips:'''<br />
* Keep your facts correct and as the primary focus.<br />
* If you are writing a basic guide, '''keep it basic''', and put the advanced topics on a separate page.<br />
* Make use of formatting, tables, white space, headings, and other methods to draw attention and give direction to critical points of information<br />
<br />
=== Images ===<br />
What would articles be without proper icons of things like ingame-items.<br />
<br />
If you have image files to attach, you can upload them via the [[Special:Upload|Upload File]] link on the left toolbar (also accessed by Alt-Shift-U keyboard command), and then add them to the page they're intended for. <br />
<br />
For item images, it is appreciated if the image has a blank background and is in the .gif or .png format. <br />
<br />
For most ingame assets, the easiest way to add images of them is to download the [[Downloading the source code#Downloading|source code]], open the icons .dmi files and export images as .gif's or .png's from there.<br />
<br />
[[File:DreamMaker_opened_environment.png|thumb|alt=Dream Maker with opened yogstation.dme|Dream Maker with opened yogstation.dme]]<br />
==== Simple Icons ====<br />
Here is a short guide of how to extract, upload and use icons:<br />
# [[Downloading the source code|Download the source code]]<br />
# Start the program '''Dream Maker''' (was installed with BYOND)<br />
# Menu > File > Open Environment > ''your_path_to_the_code''/'''yogstation.dme'''<br><br />
# Navigate the filestructure on your left to your icon, for example '''icons\obj\hydroponics\harvest.dmi''' <br />
# Rigclick your image on the right, for example '''firelemon''' > Export<br />
# Make sure to save as '''*.png''' for normal icons and '''*.gif''' for animated icons<br />
# Go to the [[Special:Upload|Upload]] of the wiki<br />
# Select your file and upload it. Make sure to leave a comment like "Extracted from icons/obj/.../xxx.dmi"<br />
# Write down the name of your uploaded file. In this example File:Firemelon.png<br />
# Go to the article you want to edit and insert your image with <nowiki>[[File:Firemelon.png]]</nowiki><br />
<br />
==== Animations of combined icons ====<br />
Some icons are used together to create animations. Do this to combine them into an animated gif:<br />
# Open the appropriate *.dmi like explained for simple icons. We will use '''icons/obj/hydroponics/growing.dmi''' as an example<br />
# Select multiple images with Ctrl-Leftclick<br />
# Rightclick > Combine > 1 direction (The other options are used for things like walking-animations for different directions)<br />
# If the images are not in the right order: Rightclick > Edit Pixels/Movie<br />
# Use Shift+Drag to swap the images on the bottom into your preferred order<br />
# Exit the editing view via the Back-button (right bottom)<br />
# Rightlick > Export > Safe as gif<br />
# (optional) Revert the Image-combination with Rightclick > Split > Split animation frames<br />
# To adjust the animation-speed of your gif you have to edit it. In this example we will be using https://ezgif.com/maker<br />
## Upload your gif<br />
## Change the delay of the frames (I usually go for 50)<br />
## Set a tick at 'don't stack frames'<br />
## Make and download the gif<br />
## View it to make sure it works as needed<br />
<br />
==== Auto extraction of icons ====<br />
You can extract all icons of a *.dmi (as png) with this little python-tool: https://github.com/alexkar598/DMIExport/releases/tag/1.0.0<br />
Animated icons will be extracted by frames as separate images.<br />
<br />
'''Beware:''' Make sure to review the results, as icon names can get mismatched.<br />
<br />
==== Images of locations / maps ====<br />
There are multiple ways to make proper images of locations and maps:<br />
* '''DreamMaker:'''<br />
** Select File (like _maps/RandomRuins/LavaRuins/lavaland_surface_ash_walker1.dmm )<br />
** The view automatically switches from the File-tab to the Object-tab<br />
** Overwrite all areas with '''area/space''' to get a better view <br />
** If some things like '''no_lava''' are bothering you: '''Select all tiles > rightclick > Find replace in Selection''' to replace "no_lava" with ""<br />
** Take screenshots<br />
* https://fastdmm2.ss13.io/ Very useful if you intend to do multiple locations. You can pan the view with the middle mouse button or the arrow-keys.<br />
** Open with Chrome / Firefox. Microsoft Edge does not work as of 2020.05.04<br />
** Load up the repo<br />
*** Make sure the repository is specified in the top textfield: <code>yogstation13/yogstation</code><br />
*** Click on '''Open Github repository'''<br />
*** Choose the branch <code>master</code> and click on '''Ok'''<br />
*** Wait for '''yogstation.dme''' to load. This might take a minute<br />
** Open the map file you want: '''File > Open > _maps > ...'''<br />
** Set the settings you want to show on the left hand side by clicking on the eye-icons next to the nodes<br />
*** You can also <kbd>ctrl</kbd> + <kbd>shift</kbd> click on items to jump to them on the left panel<br />
*** Only have to do this step once since it saves your setting between the maps you load<br />
*** Disable '''Options > Frame Areas'''<br />
*** You will most likely want to disable a bunch of things to make adding transparency easier:<br />
**** '''/area'''<br />
**** '''/obj/effect/mapping_helpers/no_lava'''<br />
**** '''/turf/open/space'''<br />
** Take screenshots<br />
** Open screenshot in [https://www.gimp.org/ GIMP]<br />
** Layer-window >Rightclick on your layer > add alpha layer<br />
** Colors > Color to Alpha<br />
*** Color: #444488<br />
*** Both sliders to 0<br />
** Image > Trim to content<br />
** (optional) Save (<kbd>Ctrl</kbd> + <kbd>S</kbd>)<br />
** Export as png (<kbd>Ctrl</kbd> + <kbd>Shift</kbd> + <kbd>E</kbd>)<br />
* '''Dream Daemon:''' Very tedious, but it will look better, since sprites for chasms etc. will properly connect.<br />
** Start your local server<br />
** Join with your '''BYOND client'''<br />
** '''Tab Admin > Aghost''' to start ghosting (Shortcut: <kbd>F5</kbd>)<br />
** Adjust your view<br />
*** Disable the ingame-ui<br />
*** '''Tab Admin > Stealth Mode''' to turn your ghost invisible<br />
*** Set '''Tab Ghost > View Range''' or '''Tab Special Verbs > Change View Range''' to increase your field of view<br />
*** Adjust the shadows by repeatedly clicking '''Tab Ghost > Toggle Darkness'''<br />
** Go places or spawn in your maps / locations with '''Tab Debug > Map template - Place'''<br />
** Take screenshots (Shortcut <kbd>F2</kbd>)<br />
<br />
==== Images of people ====<br />
Getting images of people is more difficult than for objects, since people consist of all kinds of parts. This means you need ingame-screenshots:<br />
* Start a local server with '''Dream Daemon'''<br />
* Join with your '''BYOND client'''<br />
* (optional) Pick a jobs with the clothes you want for your screenshots<br />
* (optional) Build a 3x3 of tables and climb on them. The best place to do this is the lockerroom near arrivals. The even background of the tables will make it so much easier to crop out the background later.<br />
* Rightclick your mob > Your name > View Variables<br />
* Use the '''"select option"-dropdownmenu''' to change your mobtype<br />
** Set species<br />
** Make cyborg<br />
** Other options include "Make alien" and "Make slime"<br />
* Use the '''"select option"-dropdownmenu''' to modify your body<br />
** Modify bodypart<br />
** Modify organs<br />
* Make sure the area is well-lit<br />
** '''Tab Admin > Secrets > Fix all lights'''<br />
** '''Tab Admin > Secrets > Make all areas powered'''<br />
* Take screenshots (Shortcut F2)<br />
<br />
=== Checking the game-code ===<br />
So somebody told you to ''"RTFM"'' or ''"do a code-dive"''? Congratulations, you managed to either ask a rude person a really obvious question, or you breached into advanced territory. It is hard to find someone knowledgable of everything in the game, and even skilled players might have outdated information. The only way to be sure is to read the game-code. Yes code, like in programming. You don't need to be able to program yourself, but it '''really''' helps. <br />
<br />
The easiest way to read the code is using the searchbar on [{{Constant/Giturl}} github]. <br />
<br />
[[Category:Guides]] [[Category:Game Resources]]<br />
{{Contribution guides}}</div>Xoxeyos