Commit Graph

10 Commits

Author SHA1 Message Date
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00
vageyenaman@gmail.com
7cb9429a85 Okay, so this is a pretty big change.
Guns: 
     The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!


Miscellaneous:
     I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:58:29 +00:00
firecage@hotmail.com
29aeddee41 Here are the 3 new projectiles that Superxpdude requested.
Bulletburst, weakbulletburst and weakerbulletburst.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1859 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-15 19:04:33 +00:00
firecage@hotmail.com
0c4668e5c6 New projectile added called the shock projectile.
Three new weapons added to R&D(the protolathe). The Chem Sprayer, the Shock Gun and the Stun Revolver.

A new costume is added to the theatre, the female clown suit and mask.

Thanks for the weapon sprites goes to Khodoque.

Thanks for the female clown suit sprite goes to Cheridan.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1855 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-15 15:12:17 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
n3ophyt3@gmail.com
bd9819c272 Made items that get unbloodied update their icon during the unbloodying, so you can tell how much you used your gun between getting blood on it and cleaning it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@791 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 17:08:33 +00:00
uporotiy
2d21a52a42 Blob upgrade and reskin. Apparently it's nigh invincible, but playtesting will sort out if it's too much powerful.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@233 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-30 20:28:45 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00