Commit Graph
985 Commits
Author SHA1 Message Date
skull132 f55ac03315 Deculting
Loyalty implants and the heaviest of anti-depressants will now decult
someone.
2014-03-18 16:03:09 +02:00
Duck- 1b295d3fd6 Makes xenos less pitifully unrobust.
Taserhands restored.  Kind of.
2014-03-18 00:03:40 -04:00
Duck- a107413b22 Fixes XRAY
Kay.
2014-03-17 23:13:05 -04:00
Duck- 4047a2ea2e Fixes xeno nightvision
Yuppers.
2014-03-17 23:02:04 -04:00
Duck- 5ee3edc3c4 Fixes xeno nightvision
It does.
2014-03-17 23:01:12 -04:00
Duck- bcac51f41f Fixing borg nightvision
They have it set to 8 but can't see a thing in the dark.  Not working as intended.
2014-03-17 22:59:29 -04:00
Duck- a528b0724d Fixing a too-soon accidental commit.
Restoring that extra line.  Don't know what it does!  Might be important maybe.
2014-03-17 22:56:51 -04:00
Duck- 99afb00525 Update life.dm 2014-03-17 22:54:23 -04:00
Duck- 9c3a8316df Nightvision goggle fix
Lets you actually see in the dark.  Hooray.
2014-03-17 22:52:06 -04:00
Dalekfodder dafae7633e R_DEV Emergency Fix #2
R_DEV rights restoration hopefully the last fix for R_DEV
2014-03-17 22:23:11 +02:00
skull132 67c15b29fb Merge pull request #5 from Aurorastation/development
More updating
2014-03-17 15:19:54 +02:00
skull132 96838b306f Merge pull request #26 from Duck-/master
Guns, preliminary cult changes, damp rag
2014-03-17 15:10:50 +02:00
Duck- 70b6334bf7 Preliminary drug-induced deculting.
Uncomment if it's not awful.  Notes from other admins that I think would be really cool?  If a more experienced coder could make it so that cultists are only deculted and uncultable while the drug is in their system, and after it wears off, they become cultists again, that would be amazing.  Thanks.  Code was stolen straight from holy water, so it should work with reagents, but.  There's an if already there and two things under a thing make me nervous.  -Duck.
2014-03-17 04:05:38 -04:00
Duck- 7f888433e0 Should make damp rag smothering work.
It was TOUCH, and the only chems that really do anything on TOUCH are acids.  This turns the rag into a 5u reuseable autoinjector, which isn't really a big deal because autoinjectors are everywhere.  This is just cooler and more flavorful.
2014-03-17 02:56:41 -04:00
Duck- 19c12e4c91 Adds Chef's Special poison stolen from /vg/station
You eat like five units and the poison is invisible.  150-180 ticks later, you drop dead instantly.  You'll probably want to rename it / change the messages and maybe bump up the time it takes for someone to drop dead a bit, since if this gets added as a traitor item, I'm assuming more people than the chef will get it.  It'd be great for the bartender, chef, botanist.  Doctors.  We can dump it in here without commenting it out because there's no way to get it right now.
2014-03-17 02:50:10 -04:00
Duck- 16be828ddd Update force.dm
Wizard staff is currently a 20-damage laser that can do shrapnels and embeds and does a little knockback.  This bumps it up to be on-par with a laser, plus the shrapnel and knockback.  It is, of course, and always will be one of the weakest choices a wizard can make.  Because you could just teleport into the armoury and steal their laser, or steal the captain's laser instead of wasting a precious spell-slot.  But at least it's not a joke now.
2014-03-17 02:31:33 -04:00
Duck- 80d4ed5882 Update energy.dm
Bumps radiation up to 40.  Once rads go >100, it stuns them.  Soo.  Land three to stun, land 5 to kill.  Laser is land three to kill.  This shoots fast, but its range ensures that it'll be risky / near worthless at range against an armed opponent.  It's really only good against someone you can get the drop on.  Which I like.  Maybe it should be land 4 to stun, land 5 to kill, though.  For that, dial irradiate down to 30.  Thoughts please.
2014-03-17 02:27:54 -04:00
Duck- 28bca8c3aa Update special.dm
Cuts plasma pistol total shots in half (Down to 5) in exchange for letting it shoot as fast as a submachine gun(Firedelay 0).  Lowers weight-class so the pistol (it is a pistol.) is actually small and not the same size as a full laser.  The aim is for a small, very deadly gun that only has enough charge to crit one person -if- you land every shot.  Compare with the standard laser gun, which has enough to crit 3 people and gives you a lot more leeway to miss.  Hoping for an effective, easy-to-use self-defense and/or concealed assassination-y type weapon.  It feels silly when you're arming the crew against the wizard and can only give them fully automatic bulletguns or giant laser cannons.  -Duck.
2014-03-17 02:17:01 -04:00
Duck- 8d79db52cf Update beams.dm
Bumps laser cannon damage back up to double a laser.  Anything between 51-99 basically has the same function anyway, and bigger numbers are just nicer.  Pulse still crits in two and can tear through walls, so I don't think it's a problem.  And both are outdone by the sniper rifle, because stuns, crits in two, effortlessly orderable from cargo at round-start.  I like to think cannons are meant for use against xenos, rogue mechs, wizards, etc and not usually normal humans.  -Duck
2014-03-17 00:54:14 -04:00
Duck- f53081086a Update laser.dm
Changes laser cannon fire delay to be 8 instead of 20.  Doubling cannon damage.  This makes it 2/3s more effective than the laser, instead of the laser being >2/3s more effective than the laser cannon.  Prior to bay gun changes it was a full 2x as effective.  I think this is a pretty good range?  -Duck
2014-03-16 23:32:50 -04:00
skull132 cbbf734965 Uniform fixes!
Yess, fixed'em!
2014-03-16 23:20:17 +02:00
skull132 222fded3e7 Merge pull request #3 from Aurorastation/development
Development
2014-03-16 22:21:42 +02:00
skull132 f50f5818e6 Uniform update
Uniforms updated, minor things, nothing ACTUALLY fixed.
2014-03-16 22:15:20 +02:00
Dalekfodder 0fe62ac6ab R_DEV upgrade
Title says it all
2014-03-16 22:08:44 +02:00
Dalekfodder a3f8746c8c R_DEV flag
Seperates R_DEV flag.
IS DIFFERENT FROM+DEBUG.
More features to be added.
2014-03-15 15:53:15 +02:00
skull132 02bb3662b3 Mistakes
Commenting mistakes
2014-03-14 23:16:26 +02:00
skull132 9496e9fa4d Roll down
Stowed the labcoat rolling down verb for future development.
2014-03-14 23:02:39 +02:00
skull132 f885239b63 Winter coats
Fixed the names and descriptions.
2014-03-14 23:02:24 +02:00
skull132 00e7afa0a2 Merge pull request #8 from Duck-/master
RnD fixes, plus new traitor item with the EMP kit.
2014-03-13 13:15:10 +02:00
Duck- 579cd888dd Update designs.dm
Changes binary encrpytion key to binary encryption key (typo.)  Un-comments out giant energy crossbows.  Fixes implants, adds death alarm.
2014-03-12 20:51:35 -04:00
Dalekfodder a82fde5e0b Tea icon fix
Fixes tea icon, it was a glass of ..what
2014-03-12 22:41:42 +02:00
skull132 27dce2664d Merge pull request #1 from Dalekfodder/master
Update 0.1.4r1
2014-03-11 23:00:48 +02:00
skull132 cb1e5adc60 Update 0.1.4
Custom items
Fixes to existing code
2014-03-11 22:58:47 +02:00
Dalekfodder 60944a5cf3 Get down on your knees, Griefers!
Sets weakens of griefers to 200, so they lie down.

When you're done, unwind button resets weaken. So they can wake up.
2014-03-11 19:26:24 +02:00
skull132 a8d9450c7e Initial Commit 2014-03-11 09:03:52 +02:00