Commit Graph
985 Commits
Author SHA1 Message Date
SoundScopes 5cd3dc2a63 Fried food Nerf
nutriment 30 - Nope now 10.
2014-08-16 10:52:47 +01:00
Duck- 069dcd177f Added custom gear requests.
Hats, shoes, scrubs.  Requested from
http://auroraserver.freeforums.net/thread/1707/custom-loadout-suggestions?page=1&scrollTo=18088
up to my post.
2014-08-15 20:43:38 -04:00
Duck- cc6dc9348a Removes leap. Triples pressure damage from space.
Space is supposed to kill you really fast, but because ZAS is
consistently broken, no one ever takes the compound burn damage with the
brute.  So, to compensate, because I hate fun, space is going to become
deadlier.  Until ZAS fixes, I suppose.
2014-08-15 18:53:51 -04:00
Duck- e3e1160214 Defib, vox fix, burst/lawgiver bugfixes
Vox no longer die to death as soon as they inhale any O2.  It's still
painful, but not as painful.
Defib added.  After someone dies of suffocation, you have five minutes
to give them the zap.  Works better on nakeds.  Works poorly on clothed
and armoreds.
Detective revolver nerf.  Because die.
2014-08-15 17:41:05 -04:00
Duck- bd6848c958 Actually fixes burst delay.
Burst delays last between 5 and 8 worldtimes, depending on just how
automatic your automatic is.  Shut up.  Actually coded this myself!
Kind of happy with it.
2014-08-15 04:37:53 -04:00
Duck- 9900cc4d40 Vamp nerfs and other things.
Diseased touch costs 200 blood now. unlocks at 200.
Many vamp abilities increased in cooldown.
Screech shatters windows in a wider range.  Cost bumped to 90.  Cooldown
doubled.
Vampjaunt cost bumped slightly.
Hypnotize cooldown cut in half.
With the addition of firecode, vamp shadowstep and jaunt now extinguish
your being on fire.  More things that light vamps on fire will be added
soon.  Expecting nerfs from now on to be vamp counters instead of
ability nerfs.

Tweaks burstfire.  Rapid three-shots, and then delay as opposed to rapid
three-fire shots and then more rapid three fire shots.
Added rapidlaser, added to R&D.  Barely higher damage output/time than
normal laser.  I timed it.
Added Lawgiver, added to R&D.  Heavy research reqs.  Must decon a
decloner orplasmapistol to unlock it, so idiots won't be discovering it
as easily as you think.  Lawgiver hi-ex does average 30 damage on
explosion with low chance to KO.  Shot myself and mobs a ton of times.
Unconsciousness is very rare.  Pretty weak but very cool.  Might
actually buff it, undecided.
Adds incendiary rounds.
Nerfs mental focus.  It blasted you by 10-- that's enough to send you
literally offscreen.  Downed to 5.
Nerfed chemsprayer more.  It's now a huge item, w_class 5.  Cannot be
backpacked.  Cannot be bluespace backpacked.  Totally forgot about
defibs.  Will mess with later probably.
2014-08-15 01:57:57 -04:00
skull132 4974e183c4 Chemistry Things Moveable
Makes the chem dispensers (and assorted children), chemmaster and grinder moveable.
2014-08-15 07:29:12 +03:00
Duck- b880c5fa50 Burstfire part two
Burst toggles added.  Added a burstfire x-ray laser that's only
marginally deadlier than the normal laser.  But.  It is cool.
2014-08-14 22:57:18 -04:00
skull132 26b2780b1c Merge pull request #220 from SoundScopes/master
Quick Fix
2014-08-14 19:18:24 +03:00
SoundScopes f68581b273 Change name on death
- The old one was too long for eyes
2014-08-14 17:14:21 +01:00
Duck- 452d3177fc Burstfire part one.
I won't be here today and this is for Sue to mess with okay.  There's
still some work to be done.
2014-08-14 12:00:14 -04:00
skull132 219ff6d6a9 Banner Optimization
Really small thing, but it can work as a switch for the simple anchored var, instead of doing another var to affect it. Dumb originally, better now.
2014-08-14 09:49:17 +03:00
Duck- e87b5cc224 Bumps SMG bullets to something not stupid.
18 per gun.  36 per box.  Not 30.  Die.
2014-08-14 01:20:26 -04:00
SoundScopes 4f6748882a Debug message
Duplicate message
2014-08-14 00:20:22 +01:00
Duck- 68295719f1 Lighting nerds on fire part one
FIRE.
2014-08-13 19:08:26 -04:00
SoundScopes 5aa3d633f4 Bux Fixes all sorts
- Chaplin can't be turned into a vampire
- Spelling errors
- A few debug messages for advanced checks
- Loadout spawning fixed
- IPC's can't be absorbed by lings.
- IPC will no longer be chosen as a ling
- Can't use radios if you are stunned >= 4
- dead bodys stop floating after they die
- debug messages to find out what's happening.
2014-08-12 23:36:38 +01:00
SoundScopes 90b5f15c62 Merge pull request #4 from SoundScopes/development
Compatibility check
2014-08-10 23:47:51 +01:00
skull132 371bb6f46a Pre-Update Fixes 10AUG2014
Some stuff.
2014-08-10 23:23:29 +03:00
Duck- 3367bf0cc0 Custom gear!
At startup, characters can now have a very limited five-point loadout of
Cool Amazing Things.  Amazing!  Compiled, works.
2014-08-10 02:26:47 -04:00
SoundScopes 143d293e68 Updates
- Debugs for SoundScopes
- Some more change log
- Mice now have A 5 minute spawn timer after first mouse death
- Grav Gen uses more power
- Last vote timer for staff
2014-08-10 04:50:00 +01:00
Duck- 76a9f12de7 Gunfixes, improved conversion code. No mutiny.
No mutinies at all.  Rest in peace.
Reduces handgun weightclass back to 3.  Pulse rifle firedelay dropped to
8 from 25.  Fires comparably to laser cannon.  Cult conversion resist
added.
2014-08-09 13:20:03 -04:00
SoundScopes c2d03f4b2d bugfix
- rolling down jumpsuit or sleeves now gives a message
- BST's spawn with a T-ray Scanner in their bag.
2014-08-09 16:36:30 +01:00
SoundScopes 33ae6056e2 Update to BST
- Suiciding with a BST no longer leaves you as Unknown

-Some other files for sam's request
2014-08-09 14:36:55 +01:00
Duck- 6401e62001 Vamp weaknesses
Vampire weaknesses added.  Null rod and holy water.
2014-08-07 18:09:26 -04:00
Duck- f0ba88e7c6 Mostly guns changes.
Stun revolver now fires electrode/high, like all other tasers.
Temperature gun revamped.  Utility weapon.  Gives people major slowdown
and some burns.  Dangerous against civilians, but honestly less than
someone with a laser.  Great utility.  Intended for xenobio.
Energy crossbow changed to stun in two instead of stun in three.  Pretty
powerful now.
Decloner buildable.  Does 40 cloneloss, 40 radiation.
Chemsprayer- cranked up research levels required bigtime.  Now needs
plasmas to build.
Mech teleporter enabled because why not.
Diamond pickaxe r&d design commented out.
Sprite added for battery-less baton.  Adding code is trickier and I'm
too lazy right now, so just the sprite is in.
2014-08-06 18:56:31 -04:00
SoundScopes cec7fa2873 Drinks Fix
- Creme de yvette is now in the bar vending machine
- Removed runtime errors
- Tall Black Russian recipe changed to 1 blackrussian, 1 cola.
2014-08-06 13:57:01 +01:00
Duck- 183609e9cd Actual telesci fix.
Woops.  Nixed the wrong variable.  Successfully negates elevation
offset.
2014-08-06 03:26:26 -04:00
Duck- 27e7fdb924 Telesci fix.
Angle offset got added back in, which makes telesci unuseable except for
what I usually use it for.  Which is z-level hopping.
2014-08-06 03:23:14 -04:00
Duck- 8057d4ea6c Vampire fixes.
Fixes: Full-power xray now works.
Enthrall reduced to 150 bloods.
Vampires fry! in starlight.  You'll be dead in seconds.
Bats buffed.  They're pretty strong now.  No longer eat each other since
you only get one bat.  May be nerfed in the future.  Not sure.
Some blood fixes.  You don't lose blood if an ability fails now.  So if
you don't move to cancel it after trying to hypnotize yourself, that's
totally your fault.
Added a color to clonetox.  Made cyanide's metabolism rate less stupid
high so it's actually useful maybe, or could be if it were ever used.
2014-08-06 00:12:17 -04:00
Duck- d859c512e4 Vampires!
Tested, working.  Shapeshift is broken and bats eat each other but it's
otherwise working -flawlessly.-
2014-08-05 00:06:10 -04:00
skull132 26dd30e187 ERT Rucks
May have missed a line.
2014-08-03 20:20:07 +03:00
skull132 f9e4106810 Rai's Labcoat 2014-08-03 18:35:09 +03:00
skull132 b9ee68dd91 Revert "SID Update"
This reverts commit 95a9324952.
2014-08-03 18:14:06 +03:00
skull132 a7818969b6 Merge pull request #206 from SoundScopes/master
On-mob sprite fix
2014-08-03 16:05:28 +03:00
SoundScopes dd14126db8 On-mob sprite fix
- Fixed energy/rifle/gun now has a sprite on mob when in hand.
2014-08-02 16:51:27 +01:00
skull132 4dca6039ab Merge pull request #201 from LikelyMeowness/master
Zipties Part Deux
2014-08-02 18:01:38 +03:00
Meowykins 95a9324952 SID Update
Changes to Security
-Investigator
-Forensic Tech
-Internal Advisor
Spawn Code written. Changes to an item definition to fit the purpose.
2014-08-02 09:54:17 -05:00
skull132 ac86f670b5 Merge pull request #199 from SoundScopes/master
Update
2014-07-30 16:33:38 +03:00
skull132 7e45de7c20 Merge pull request #200 from LikelyMeowness/master
New Stuff // Hope this works
2014-07-30 16:33:33 +03:00
SoundScopes edfed1cbf1 Bluespace Tech spawn log
Bluespace Tech add a debug log notification.
2014-07-28 12:34:53 +01:00
SoundScopes 867515bfef proc var defines
Why did TG miss that out.
2014-07-28 07:53:03 +01:00
Meowykins f6fc7ee4a2 Short Sleeve Suits
-Added to the uniform icons
-Added Verb to the code for the shirts
2014-07-27 23:20:55 -05:00
skull132 0f9e01da7d Merge pull request #198 from LikelyMeowness/master
New Undershirts/TankTops
2014-07-28 06:08:46 +03:00
SoundScopes 5c9389d334 Bug Fix
Should return floating mobs to normal again.
2014-07-27 20:58:50 +01:00
SoundScopes 2c1e25ef61 Bluetechs/Spelling
Says in a subdued tone

Gravgen spelling of Graviton
2014-07-26 18:23:56 +01:00
Meowykins cb4b07f44e Update to Undershits/Tanktops
-Fixed the shit
-Update to CC of course, and is no longer bork.
-Thanks, Skully.
2014-07-26 09:05:17 -05:00
Mocheeze 54e4730227 Deep frying!!! + Minor map adjustments
Added deep frying. Look in snacks.dm and deep_fryer.dm for information
on its function. Also added small arcade by showers, expanded escape for
better flow, and added Deep Fryer to kitchen.
2014-07-26 00:48:25 -04:00
SoundScopes 82e0629b15 Forgot rename
Rename didn't stick
2014-07-24 01:00:00 +01:00
SoundScopes 906f9e20bc Gravity Generator
- Addition of Gravity Field Generators
- Added animation for when floating
- Toggle Gravity in Secrets menu only works when a Grav Gen is on the
station
- New debug verb to reset the gravity on the whole server

Because of the way this has been implemented, any Grav Gen on any zLevel
will affect the station level only. I would need to rewrite the whole
movement/gravity system as well.
Something I think can be saved for when we switch from station to
outpost.

Mapping info:
At the start of round there doesn't need to be one on the station as the
original gravity system will be running when the round starts.  As soon
as a Grav Gen has been spawned and it has started up (Done automatically
if already on map or spawned using the /station/admin version) It will
take over all gravity simulation.

The main object:
/obj/machinery/gravity_field_generator/main

The one to be place on a map at round start:
/obj/machinery/gravity_field_generator/main/station

The one admins should spawn if they need/want to spawn one:
/obj/machinery/gravity_field_generator/main/station/admin
2014-07-24 00:41:02 +01:00
skull132 3aae2396d5 Hotfix 20JUL2014
Bluespess Tech and the map.
2014-07-20 18:16:29 +03:00