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BYOND Username: Zewaka
Character Name: Shitty Bill Jr.
I added in the code for this to work and spirited every single variation of the medkit's appropriate inhand sprite.
Every. Single. Variation.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Compare![[Image: sbV.png]](https://lambda.sx/sbV.png)
(Yeah this one is kinda messed up because there is also variations for my doctor's bag)
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BYOND Username: medsal15
Is that a black medkit? And is this one purple?
Posts: 2,064
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BYOND Username: Zewaka
Character Name: Shitty Bill Jr.
(03-21-2016, 11:22 PM)medsal15 Wrote: Is that a black medkit? And is this one purple?
That's the 'old' or 'dusty' medkit. You can find it in the other Z-Levels with bruisepacks, ointment, lexorin, and synaptizine.
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03-22-2016, 07:44 AM
(This post was last modified: 03-22-2016, 07:45 AM by Mageziya. Edited 1 time in total.)
Mother of god.
That's a lot of sprites. Even if they're simple setting them all up is annoying as hell.
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BYOND Username: HaineSA
Just in case you don't see my pings on IRC about this:
https://github.com/goonstation/goonstati...e6fabbaR18
This line doesn't work. As presented it would need to be:
item_state = "firstaid-[icon_state]"
However burn, oxy and brain kits would still be broken since their icon_states and item_states are named differently: burn/ointment, O2/o2 (capitalization definitely matters) and brain/red.
I'm renaming the item_states to be the same as the icon_states and keeping the line as:
item_state = icon_state
Just a reminder to thoroughly test your patches, even if they're small like this! I have to test them anyway and it helps me out a lot for things to work first try, so I can spend more time adding patches and less fixing them.