User:Iain0: Difference between revisions
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Right click and Mark the player, then runn | Right click and Mark the player, then runn | ||
SDQL2: call | SDQL2: call set_organ_damage(0) on /obj/item/organ in marked.internal_organs | ||
Huzzah, organs refreshed (without the full on god intervention of an aheal, players still feel like they did the revival work!) | Huzzah, organs refreshed (without the full on god intervention of an aheal, players still feel like they did the revival work!) | ||
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=== Override shuttle's hostile environment === | === Override shuttle's hostile environment === | ||
On the MC tab, select the Shuttle subsystem. Use 'C' to change the hostile_environments to a new empty list, and then proc call checkHostileEnvironment (using the shuttle subsystem's VV drop down Atom Proccall) with zero arguments. | (This is now useless, there's a hostile environment manager verb as of some time mid 2023, use that instead, but if you really need then...) | ||
<s>On the MC tab, select the Shuttle subsystem. Use 'C' to change the hostile_environments to a new empty list, and then proc call checkHostileEnvironment (using the shuttle subsystem's VV drop down Atom Proccall) with zero arguments.</s> |
Revision as of 19:08, 22 August 2023
Terry-min and Admin Trainer. I intend to use this space to document 'fun admin tricks', the sort that aren't really covered in the training and usually require some knowledge of code to pick up.
Some of these may be simplistic to some admins, however since everyone starts from different levels this might help give people insights to things they're not so familiar with
Note that SDQL2 commands are invoked by picking "SDQL2 Query" from the Debug tab, and anything marked as an Atom Proccall can be invoked by right clicking on the relevant item and picking Atom Proccall from its submenu (or also on its VV dropdown menu)
Medical
Fix a players organs
Low pop? Medical short staffed? People making best efforts without knowing what they're doing? But oh no the target body is all rotten organs. Think they'll give up and want to help out?
Right click and Mark the player, then runn
SDQL2: call set_organ_damage(0) on /obj/item/organ in marked.internal_organs
Huzzah, organs refreshed (without the full on god intervention of an aheal, players still feel like they did the revival work!)
Engineering
Pranks
Mass DNA Mutation
Severity: Varies
SDQL2 : CALL add_mutation(/datum/mutation/human/dwarfism) ON /datum/dna
Note: Adds dwarfism to anything with DNA (includes monkeys), replace dwarfism with other stuff if you so desire
Make someone waddle
On their VV, add component /datum/element/waddling.
Make something look like something else
Mark an object you want something to look like, VV the target and 'set' their appearance value (via E or C buttons) to the MARKED OBJECT.
Note this doesn't work well with anything that mutates its own appearance ; carbons for example tend to break parts of this when they add/remove items from their outfit. On the whole this is very clunky and rarely works as well as you'd hope but is pretty good with inanimate objects (e.g. you can make a piece of paper look like bubblegum quite effectively)
Spawn any object as an angry mob
On the Deubg tab, select "Spawn object-mob", enter part of the object you want, e.g. donut, pick from the list, and flesh it all out in the window that pops up. Of particular note, turn off disable AI if you want it to just be generally self controlled and hostile to whoever is around, and leave AI disabled if you wish to attach a player to it, e.g. via ckey. Googly eyes dont tend to survive droppod transport from what I saw.
Also you can proc call animate_atom_living with no arguments on many an atom.
Premade TTVs
Spawn /obj/effect/spawner/newbomb and pick a subtype (spawn "newbomb/trit" will make a standard tritium maxcap)
Utility
Find ID cards
SQL2: select /obj/item/card/id/advanced/gold/captains_spare
Note: This finds the captains spare, if you miss off the "/captains_spare" at the end you find all gold IDs and if you miss off "/gold/captains_spare" you'll get a list of all IDs. Note you can click on the hex number for those objects in the list to get their VV and 'follow' exists in this VV dropdown
Free-move for sentient virus
If for some reason the sentient virus gets locked to a particular player, it can be set to freely move by setting its "freemove" variable to 1
Stop the circuits subsystem
If for any reason circuits are causing a massive problem, they can all be stopped by disabling the circuits subsystem ; on the MC tab, click the Circuit Components subsystem name and edit its can_fire variable to 0. You should probably also give players some idea that this has happened, perhaps via a CC announcement, so they don't waste too much time debugging the sudden weird failure of their constructions.
Useful Discord Bot Commands
Possibly TG specific - see your local admin team if not a TG admin
?tgverify whos [discord id] - will show CKEY associated with that discord ID
?tgverify discords [ckey] - will show discord associated with that CKEY
!tgs check - returns round and player count on all servers
!tgs status - reports admin status on all servers
!tgs namecheck [ckey] - will report players presence and character name on all servers, including antag status
@Botname ahelp [number] [message here] - replies to an ahelp ticket by ticket number. Botname should be e.g. Mr_Terry and note that there is also a role with this same name so make sure you direct it at the actual bot specifically
Find all uplink codes
SDQL2: SELECT /datum/component/uplink MAP [owner, unlock_code]
Override shuttle's hostile environment
(This is now useless, there's a hostile environment manager verb as of some time mid 2023, use that instead, but if you really need then...)
On the MC tab, select the Shuttle subsystem. Use 'C' to change the hostile_environments to a new empty list, and then proc call checkHostileEnvironment (using the shuttle subsystem's VV drop down Atom Proccall) with zero arguments.