Matt Atlas
fce80a17d6
Rev now requires 1 head loyalist and 1 head rev to start, instead of 3 of each. ( #14637 )
2022-08-21 12:28:29 +02:00
mikomyazaki
9ae2efba53
Removes continuous_rounds config option and the ability of the game to trigger ending based on antagonist death. ( #13645 )
2022-04-24 16:06:29 +02:00
Casper3667
9d1be63974
lowers revolution player requirement ( #12553 )
...
Co-authored-by: TGW <mc-casper@hotmail.dk >
2021-10-11 12:56:03 -03:00
Matt Atlas
0d3b3f7c6d
Reverts the changes made to the Revolution gamemode. Ups the cap of revs per round. ( #11563 )
2021-04-03 01:17:03 -03:00
Chada-1
d5932b6e18
Rev changes v2 ( #9615 )
2020-08-19 10:23:24 +02:00
Chada-1
fe93831412
Complete Revolution gamemode reflavor ( #8747 )
2020-04-27 10:08:45 +02:00
Werner
cb4a712851
Enforces Lineendings and adds Editorconfig ( #7657 )
2019-12-21 16:19:24 +01:00
Alberyk
f4bdad6fac
Disables ert from rev, with less metagaming now ( #6684 )
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This pr disables ert from rev, this time the game won't tell you at round start, only when you swipe for it.
2019-07-21 22:22:58 +03:00
Werner
b55d1434c7
Revert "Disables ERT on Revolution" ( #6681 )
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* Revert "Disables ERT on Revolution (#6574 )"
This reverts commit 8a6059e1dd .
* Adds a changelog
2019-07-07 20:50:43 +02:00
ParadoxSpace
8a6059e1dd
Disables ERT on Revolution ( #6574 )
2019-07-07 20:13:17 +02:00
BurgerLUA
c66b7c1941
Gamemode Requirement Tweaks ( #5247 )
...
A lot of the gamemodes had bad requirements for players and antags, and as a result, it would result in bad rounds that were either incredibly boring or one sided. Gamemodes would appear to be far too common, such as changeling and vampire, as the requirements for players and antags are VERY little.
2018-11-04 12:35:01 +02:00
Alberyk
80b3070547
Fixing more errors ( #6 )
2016-10-17 11:09:14 +03:00
Alberyk
fdb5958fe2
Removing shuttle delay from rev ( #495 )
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No more waiting 20 minutes for the transfer or emergency shuttle. Also, fixing cult blades.
2016-06-30 02:37:02 +03:00
skull132
8d1de33271
Fixing Rev
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No more auto-recalling shenaniganry. Let's not turn this into a giant deathmatch, alright?
2016-03-25 04:05:39 +02:00
PsiOmegaDelta
a19829e968
Merge pull request #11289 from Kearel/secRemoveMaster
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Pointed secret changes to master
2015-10-13 20:27:56 +02:00
Kearel
78956843a8
Pointed secret changes to master
...
New gamemodes on dev will still need to be changed.
2015-10-13 12:30:52 -05:00
Zuhayr
09ee98717e
Fixes cortical borer spawning.
2015-09-04 19:19:29 +09:30
Zuhayr
23fb8d8b99
Antag system cleanup/fixes.
2015-09-04 18:28:05 +09:30
Zuhayr
411987c68b
Merge resolution with master.
2015-06-28 06:02:52 +09:30
GinjaNinja32
94ffb49bfb
Fixes certain modes not sending the 'A round of [x] has ended' notification at round-end
2015-06-26 01:04:03 +01:00
Zuhayr
98da191ac3
Gamemode refactor, lots of code shuffles, PR will have details.
2015-03-21 11:08:17 +10:30
PsiOmega
c55f807b42
Removes random Telecrystal grants, instead increases the start amount by 2.
2015-02-23 20:56:48 +01:00
Zulker Nayeen Nahiyan
6e550d7308
Cleanup helper files maths.dm, time.dm, type2type.dm, add macros for bit-manipulation
...
`maths.dm`:
Rewrite `Gcd(x)` to remove recursive behaviour.
Remove `RaiseToPower(x)` and its usage from `event_manager.dm`.
Rename `Lerp()` to `Interpolate()`.
Add `Square(x)`, which squares a number.
Rearrange most of the functions in the file. (trigonometric functions together, etc.)
`type2type.dm`:
Rewrite `num2hex()` and optimise `hex2num()` for superior clarity and a 100% speed improvement.
Correct indenting, spaces, make switches more concise.
`time.dm`:
Remove old, slanderous commented-out function `/proc/time_stamp()`
`lists.dm`:
Add the macros, `BITTEST(bitfield,index)`, `BITSET(...)`, `BITRESET(...)`
and `BITFLIP(...)` for bit-manipulation and use them where 20+ files
do it manually, for arguments of reader clarity and standardness.
2015-01-09 21:55:11 +06:00
PsiOmega
fc67087d7a
More Z-level compatibility
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Previously missed Z-level checks in the form "z != X". Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
2014-11-03 09:57:56 +01:00
PsiOmega
bf1e6af508
Z-Level Compatibility
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Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
2014-10-30 14:29:56 +01:00
Zuhayr
99ff852e46
Removes references to the Syndicate and renames nuclear emergency mode.
2014-10-19 16:05:40 +10:30
Zuhayr
b47d91b612
Merge resolution, master into dev.
2014-08-21 12:01:38 +09:30
Hubblenaut
736741a5c2
Changes 'Lawyer' to 'Internal Affairs Agent' in restricted job lists
2014-08-16 19:08:22 +02:00
Zuhayr
f2393d9465
Replaces antag intro text and objective announcement with a proc.
2014-07-30 21:36:31 +09:30
Hubblenaut
4868c7337c
Moves the non-implanted security positions from restricted to protected list, adds IA Agent to restricted.
2014-06-24 00:12:58 +02:00
mwerezak
dc304026a9
shuttle_controller now uses a shuttle datum
2014-06-22 18:10:56 -04:00
Hubblenaut
e28ce8a366
Removed all prefixes of type 'paper - '
2014-05-23 22:31:27 +02:00
Ccomp5950
084c0754ad
Code effeciency project: HUD items rewrite
...
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
2014-03-09 10:25:36 -05:00
Ccomp5950
c56ec21ee3
Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
...
Conflicts:
code/modules/reagents/Chemistry-Reagents.dm
2014-02-26 09:34:38 -06:00
Ccomp5950
e098746209
Runtime fix: RP_Revolution's auto_add_rev_head loves that null.
...
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
source file: rp_revolution.dm,198
2014-02-25 00:20:44 -06:00
DJSnapshot
9c803dc1f6
Added the rest of the objectiveless antag types
2014-02-04 23:51:34 -08:00
Ccomp5950
ddca656672
RP-revconvert bugfix
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Now only humans that are logged in, alive, and not already a revolutionary (no special_role) show up in the list.
Instead of EVERY mob type (simple_animals, borgs, etc.)
2014-01-25 23:36:11 -06:00
Erthilo
3b61ba850f
Merge branch 'master' of git://github.com/Baystation12/Baystation12 into dev
...
Conflicts:
baystation12.dme
code/modules/projectiles/ammunition/bullets.dm
2013-09-02 23:32:33 +01:00
Mloc-Argent
a084f74c7d
Expansion of every "icon = ''" path.
...
Supposed to help compilation times. Who knows.
Signed-off-by: Mloc-Argent <colmohici@gmail.com >
2013-09-01 21:53:36 +01:00
Erthilo
5f68a4c656
Misc formatting errors.
2013-08-27 22:10:47 +01:00
cib
b5217d862a
A few fixes to rp-rev
...
- Name was empty, hopefully using real_name fixes that
- Announcements coming too quickly
- Fixed icon path issue
2013-05-23 22:12:20 +02:00
Chinsky
4885a08b27
Added 5 TC uplink to RevHeads.
2013-05-21 19:24:53 +04:00
cib
22ea35cb8f
Added command reports to RP rev.
2013-05-18 14:18:11 +02:00
cib
335565cba7
Made RP rev use a different news story.
2013-05-18 13:10:07 +02:00
cib
48b78ea758
Re-added latespawn.
...
Used in autotraitor and RP-revolution.
2013-05-18 11:06:19 +02:00
cib
db707b4e5b
Headrevs now get the names of 3 people who might be convertible.
2013-03-09 14:29:48 +01:00
Cael_Aislinn
20aa136a08
Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
...
Conflicts:
code/game/machinery/hydroponics.dm
code/modules/reagents/Chemistry-Reagents.dm
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2013-01-21 05:05:17 +10:00
RavingManiac
558fad6428
required_players_secret added, which is the number of players needed for a game mode to start when that mode has been chosen at random.
...
required_players for most modes reduced to the number of antagonists + 1, as the variable is only used when the game mode is explicitly voted for.
2013-01-16 04:10:59 +08:00
Cael_Aislinn
bdeb96b7e5
Merge branch 'incremental_tg' r5514 (11/1/2013) into bs12_with_tgport
...
Conflicts:
baystation12.dme
code/ATMOSPHERICS/components/unary/vent_pump.dm
code/ATMOSPHERICS/components/unary/vent_scrubber.dm
code/__HELPERS/game.dm
code/controllers/shuttle_controller.dm
code/datums/datumvars.dm
code/datums/supplypacks.dm
code/defines/obj/storage.dm
code/defines/obj/vending.dm
code/defines/obj/weapon.dm
code/defines/procs/command_alert.dm
code/game/area/Space Station 13 areas.dm
code/game/atoms.dm
code/game/gamemodes/changeling/modularchangling.dm
code/game/gamemodes/cult/runes.dm
code/game/gamemodes/events.dm
code/game/gamemodes/events/dust.dm
code/game/gamemodes/events/miniblob.dm
code/game/gamemodes/events/ninja_equipment.dm
code/game/gamemodes/factions.dm
code/game/gamemodes/game_mode.dm
code/game/gamemodes/gameticker.dm
code/game/jobs/access.dm
code/game/jobs/job/assistant.dm
code/game/jobs/job/captain.dm
code/game/jobs/job/civilian.dm
code/game/jobs/job/engineering.dm
code/game/jobs/job/medical.dm
code/game/jobs/job/science.dm
code/game/jobs/job/security.dm
code/game/jobs/job_controller.dm
code/game/machinery/alarm.dm
code/game/machinery/atmo_control.dm
code/game/machinery/atmoalter/area_atmos_computer.dm
code/game/machinery/bots/medbot.dm
code/game/machinery/computer/HolodeckControl.dm
code/game/machinery/computer/ai_core.dm
code/game/machinery/computer/atmos_alert.dm
code/game/machinery/computer/card.dm
code/game/machinery/computer/cloning.dm
code/game/machinery/computer/computer.dm
code/game/machinery/computer/message.dm
code/game/machinery/computer/pod.dm
code/game/machinery/computer/prisoner.dm
code/game/machinery/computer/syndicate_shuttle.dm
code/game/machinery/constructable_frame.dm
code/game/machinery/doors/door.dm
code/game/machinery/doors/firedoor.dm
code/game/machinery/newscaster.dm
code/game/machinery/recharger.dm
code/game/machinery/spaceheater.dm
code/game/machinery/telecomms/broadcaster.dm
code/game/machinery/telecomms/logbrowser.dm
code/game/machinery/telecomms/machine_interactions.dm
code/game/machinery/teleporter.dm
code/game/machinery/wishgranter.dm
code/game/mecha/mech_fabricator.dm
code/game/mecha/working/ripley.dm
code/game/objects/items.dm
code/game/objects/items/blueprints.dm
code/game/objects/items/devices/flashlight.dm
code/game/objects/items/devices/radio/encryptionkey.dm
code/game/objects/items/devices/uplinks.dm
code/game/objects/items/stacks/medical.dm
code/game/objects/items/weapons/cards_ids.dm
code/game/objects/items/weapons/gift_wrappaper.dm
code/game/objects/items/weapons/hydroponics.dm
code/game/objects/items/weapons/manuals.dm
code/game/objects/items/weapons/secstorage/secstorage.dm
code/game/objects/items/weapons/storage/backpack.dm
code/game/objects/items/weapons/storage/firstaid.dm
code/game/objects/items/weapons/storage/kit.dm
code/game/objects/items/weapons/storage/storage.dm
code/game/objects/items/weapons/storage/toolbox.dm
code/game/objects/items/weapons/storage/uplink_kits.dm
code/game/objects/items/weapons/stunbaton.dm
code/game/objects/items/weapons/surgery_tools.dm
code/game/objects/items/weapons/tools.dm
code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm
code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
code/game/objects/structures/crates_lockers/closets/secure/security.dm
code/game/objects/structures/electricchair.dm
code/game/objects/structures/extinguisher.dm
code/game/objects/structures/watercloset.dm
code/game/objects/weapons.dm
code/game/turfs/turf.dm
code/game/vehicles/airtight/airtight.dm
code/game/vehicles/vehicle.dm
code/global.dm
code/modules/DetectiveWork/evidence.dm
code/modules/admin/IsBanned.dm
code/modules/admin/player_panel.dm
code/modules/admin/verbs/diagnostics.dm
code/modules/admin/verbs/getlogs.dm
code/modules/client/preferences.dm
code/modules/clothing/masks/miscellaneous.dm
code/modules/clothing/spacesuits/rig.dm
code/modules/clothing/suits/miscellaneous.dm
code/modules/critters/critter_defenses.dm
code/modules/detectivework/scanner.dm
code/modules/flufftext/Hallucination.dm
code/modules/food/recipes_microwave.dm
code/modules/mining/mine_items.dm
code/modules/mining/mine_turfs.dm
code/modules/mining/satchel_ore_boxdm.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
code/modules/mob/living/carbon/alien/special/facehugger.dm
code/modules/mob/living/carbon/carbon.dm
code/modules/mob/living/carbon/carbon_defines.dm
code/modules/mob/living/carbon/human/human.dm
code/modules/mob/living/carbon/human/human_attackhand.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/carbon/human/say.dm
code/modules/mob/living/carbon/human/update_icons.dm
code/modules/mob/living/carbon/metroid/metroid.dm
code/modules/mob/living/living.dm
code/modules/mob/living/silicon/ai/life.dm
code/modules/mob/living/silicon/robot/robot.dm
code/modules/mob/mob_cleanup.dm
code/modules/mob/mob_defines.dm
code/modules/mob/mob_transformation_simple.dm
code/modules/paperwork/clipboard.dm
code/modules/paperwork/folders.dm
code/modules/paperwork/paper.dm
code/modules/paperwork/paperbin.dm
code/modules/paperwork/pen.dm
code/modules/power/cable.dm
code/modules/projectiles/guns/energy/special.dm
code/modules/projectiles/guns/projectile/revolver.dm
code/modules/projectiles/projectile/change.dm
code/modules/projectiles/projectile/special.dm
code/modules/reagents/Chemistry-Reagents.dm
code/modules/reagents/reagent_containers/glass.dm
code/modules/reagents/reagent_containers/hypospray.dm
code/modules/recycling/sortingmachinery.dm
code/modules/research/designs.dm
config/config.txt
html/changelog.html
icons/mob/head.dmi
icons/mob/hud.dmi
icons/mob/items_lefthand.dmi
icons/mob/items_righthand.dmi
icons/mob/mask.dmi
icons/mob/suit.dmi
icons/mob/ties.dmi
icons/mob/uniform.dmi
icons/obj/clothing/hats.dmi
icons/obj/clothing/masks.dmi
icons/obj/clothing/suits.dmi
icons/obj/clothing/ties.dmi
icons/obj/grenade.dmi
icons/obj/projectiles.dmi
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2013-01-11 22:12:31 +10:00
giacomand@gmail.com
1434a0154c
-Added a config option, which defaults to off, which will let the gamemodes Wizard, Malf and Rev carry on playing without round interruption. Meaning...
...
The wizard round will carry on even if the wizard dies
The malf round will carry on even if the AI dies. When the AI dies the shuttle will become callable. If the AI takesover the station or causes the station to explode, the round will end like normal.
Rev will carry on playing even when all heads or all rev heads die. The shuttle will become callable when this is true.
-Properly fixed the PDA runtime without adding special snowflakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5489 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 20:53:03 +00:00