Commit Graph

48 Commits

Author SHA1 Message Date
Wowzewow (Wezzy)
e454249cd4 Adds circle and jamjar glasses and removes green glasses (#8882) 2020-05-18 16:52:19 +02:00
AveryThePanda
cff1fab89a IACDefense (#8528) 2020-04-25 16:06:33 +02:00
Doxxmedearly
131baa9674 Chem Adjustments, Fixes, and Additions (#8554) 2020-04-01 23:34:28 +02:00
Wowzewow (Wezzy)
b9b42f4f8f Janitor, hydroponics and medical inhands (#8456) 2020-03-21 13:36:49 +01:00
Alberyk
3c96cc70e6 Changes loyalty implants to mind shields (#8398) 2020-03-12 22:01:42 +01:00
fernerr
4a9d605785 Adds a rudimentary system to summon equipment for distress teams, Tweaks the IAC team (#8331) 2020-03-10 21:31:53 +01:00
AmoryBlaine
12f723ff72 Balaclava sprites (#8213)
* Revert "Merge remote-tracking branch 'origin/master'"

This reverts commit 024d03016a.

* Revert "Revert "Merge remote-tracking branch 'origin/master'""

This reverts commit 891878324f.

* Balaclavas sprites added, and coded.

Most are dormant and unused.

* Changelog

* Renamed changelog
2020-02-11 07:51:55 +01:00
Geeves
c64b6f10a9 Added the IAC response team (#8052)
This PR splits the ERT file up into a bunch of files, to edit them later much easier.

1 Doctor (Lead), intended to do advanced medical stuff to heal people.
2 Paramedics, intended to bring injured to the doctor. (Can likely also do advanced medical stuff, but the doctor should be the primary one to do so)
1 Bodyguard, intended to stay with and defend in the IAC team. (Also trained in medical procedures, but not super advanced.)
2020-01-26 21:22:22 -03:00
ParadoxSpace
22083adf70 Yet Another Clothing PR (#8064) 2020-01-24 15:29:19 +01:00
Matt Atlas
7777add037 FIB escort fixes. (#7997) 2020-01-12 16:45:14 +01:00
Alberyk
17a416b79e Adds fib agents as ghost roles (#7963)
At the request of the cciaa leader
2020-01-12 02:23:47 -03:00
Geeves
bead18d3f1 Revolution Improvements (#7878)
- Added a new category to the traitor uplink, which is only available to revolutionaries.

- Head Revolutionaries now spawn with an uplink that has 50 TC, they also get an alert telling them to not abuse it.

- Revamped the drill dropper into a generic orbital dropper, capable of dropping ANY sort of item you wish it to.

- Added a Mech orbital dropper. Added an Armory orbital dropper.

- Made loyalty implants display their text correctly when they implant someone.

- Added aggression implants, which makes whoever it is implanted into extremely aggressive. Quite useful for starting a revolution.

- Added some description_antag to mercenary cipherkeys, informing the reader that the mercenary radio key is :t.

- Added a gear crate (not for mercs) which is just six syndicate softsuits. Useful in a pinch.
2020-01-08 18:45:58 -03:00
Geeves
e2681ea33b More Kataphract Stuff (#7909)
Gave the Kataphracts a new backpack, the Hegemony Satchel, which has slightly more than normal storage space.
    Tweaked the Kataphract oxygen tank and magboots to fit the aesthetic some more.
    Tweaked the colours of the underclothes the Kataphracts spawn with to be more easy on the eye.
    Gave the Kataphract Klax a set of magboots.
2020-01-07 21:54:55 +02:00
fernerr
5c7144c331 Adds an engineer role for the freelancer mercenaries, purges a lot of their access (#7869)
Adds the freelancer engineer role, lessens freelancer access.
2020-01-03 14:17:32 +01:00
Geeves
fd5dbc068f Big Unathi Update (#7857)
Fixed the powered hammer's sprites being duplicated instead of mirrored across hands, increased its chance to trigger by 5% (30%).
    Added a Hegemony version of the powered hammer with orange lights and a 50% chance to trigger.
    Made the powered hammer reset in 30 seconds instead of 45.
    Kataphracts now have new voidsuits, no longer will they wear knight armour with ponchos.
    Added new Unathi non-spaceproof body armour, which is ICly a new update to the old leather looking bodyarmour.
    K'lax kataphracts share the abovementioned body armour, but now have special modified helmets for all four their eyes.
    Buffed the K'lax helmet ever so slightly, to be on par with the new Unathi body armour.
    Fixed the Jixizi dress to be back to its former beautiful glory.
    Fixed Sinta Jumpsuits allowing you to roll down people's jumpsuits and sleeves from range.
2020-01-02 20:40:48 +02:00
Wowzewow (Wezzy)
e7f2e27e90 Adds inhand sprites to shoes. (#7762)
So, well, you can see yourself holding shoes.

SO MUCH IMMERSION WHOA
2019-12-25 22:43:45 +02:00
Wowzewow (Wezzy)
2013262cbc New shoe sprites (#7474) 2019-12-20 21:45:35 +01:00
Alberyk
8d192a6312 Fixes the mercenary loadout crates not showing up on the uplink (#7741) 2019-12-19 19:58:44 +01:00
Matt Atlas
df0cd6189a Brainmed Update (#7502)
gamer time.
2019-12-10 20:41:15 +02:00
kyres1
15b2247bd3 Freelancer sprites + merc resprite (#7577)
Adds a full resprite of mercenary gear to be less excessively saturated. As well, this adds unique freelancer sprites and gives the freelancers a decent new RIG labelled the "Rhino Hardsuit," one that's actually equipped. It has slightly more bullet resist and less laser resist than the merc hardsuit.
2019-12-07 23:47:37 +02:00
Geeves
8447c489e8 Kataphract Team Update (#7543)
Added a Klaxan Kataphract Hopeful to the Kataphract response team.
    The Kataphracts now start with better and more stylized gear.
2019-12-05 12:12:36 +02:00
Geeves
5b05831b69 Implements DNA locks and crushing to RIGs, again (#7364) 2019-12-03 18:57:16 +01:00
fernerr
aa2e02c1a6 Shuttle update: Part Two: The Legion Protects (#7457) 2019-11-23 18:50:19 +01:00
Wowzewow (Wezzy)
44bc8543ed New radio sprites, to match the new PDAs (and also bowmans) (#7455) 2019-11-23 15:12:30 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
Werner
af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
Matt Atlas
e669e5cb7f Fixes backpack preferences not working (#7391) 2019-11-11 22:54:15 +02:00
JohnWildkins
5e16af44c7 Fix ninjas spawning with backpacks instead of RIGs and similar issues (#7389)
Fix ninjas spawning with backpacks instead of RIGs and similar issues
2019-11-11 09:28:28 +02:00
JohnWildkins
c49a4f9c00 fix antags not spawning with chosen backpack (#7383)
title, fix no. 30492034 for the loadout refactor that totally didn't just make things worse (tm)
2019-11-10 20:56:22 +02:00
JohnWildkins
a45025b2a4 fix raiders and also (#7377) 2019-11-09 22:59:27 +01:00
Geeves
d84588aec1 Adds the Unathi Kataphracts as a response team (#7345) 2019-11-08 20:47:26 +01:00
Alberyk
c3ad3e84f1 Fixes wizards being unable to use their artifacts. 2019-11-04 14:35:16 -03:00
JohnWildkins
aa5482ca8e Antag loadout refactor, also deathsquads I guess (#7308)
all antags that previously had massive equip chains now use the outfit datum system
    commandos + deathsquad (aka Syndicate Commandos and NT Asset Protection) have been moved out of nested alert menu hell to the new ERT system as admin-spawned ERTs, they do not appear normally
    all outfit datums will now take into account backpack preferences
    made the ERT job announcement / details more obvious
2019-11-03 19:49:42 +02:00
fernerr
527af99001 Gives the freelance mercs headsets and a couple other tweaks. (#7290)
Gave the freelance mercs headsets. They have the common and response team channels.
    Switched their id-type to agent ones, to allow them to be edited if needed.
    Fixed the freelance merc leader's rifle being the wrong type.
2019-11-01 21:57:26 +02:00
Matt Atlas
62feca073d Fixes ert merc outfit (#7285) 2019-10-27 23:00:22 +02:00
Matt Atlas
ca1e06d6c7 Adds distress beacons instead of the current ERT call (#7169) 2019-10-27 14:35:24 +01:00
Mwahahahaha
ac9c1769ae Accessory Flipping, Wallets, Lanyards, contractor worn ID icons, ID layer switching, custom loadout names and descriptions, manbeast, hiiyah (#7087)
Asymmetrical accessories can now be flipped! This is done through the attack_self proc (i.e., activating it in your active hand), or a right-click menu if the item already has an attack_self behaviour.
This affects:

    Stethoscopes
    All medals
    All badges
    Armbands
    Holsters
    Machete Holster
    Scarves
    TCFL ribbons
    Shoulder capes
    Sleeve patches
    Bandoliers
    Political pins
2019-10-19 00:04:29 +03:00
Geeves
6438c3492b Ninja Tweaks + Bugfix (#7019)
"The ninja uplink now gives proper access to the infiltrator store."
    "The powersink now drains more power."
    "The cooldown for the emergency power generator has been reduced to 2 minutes from 5."
    "The power generator now generates 3500 units of power."
2019-09-22 18:02:05 +03:00
Geeves
c2979e5496 Shinobi: Geeves Destroys Game Balance: Electric Boogaloo (#6989)
Added a ninja frequency to radios which ninjas spawn with to collaborate.
    Two ninjas now spawn instead of just one.
    Gave the ninja better spawning gear, a syndicate uniform, a belt with some tools and a pAI card.
    The ninja suit now has new lights, and its shoes are now magboots.
    Added a doorhack RIG module. Functions the same as the normal doorhack, but the user can move around after initiating the hack, as well as hack multiple airlocks at once.
    Added new advanced combat belt, can hold various gear that a ninja would usually come across.
    Gave the ninja teleporter a 5 second cooldown between uses.
    Buffed the ninja's RIG armour values slightly. Still requires feedback, if ninjas die too quickly, it will be buffed more.
    Added an additional toolbox, chair, suitcooling unit and ninja spawn point to the ninja shuttle on the centcomm level.
    Gave the ninja a new uniform + gloves.
    Tweaked Emergency Power Generator to give 2500 energy, but take 5 minutes to recharge. In the past, they took 24 seconds to recharge and gave 1500 energy, which made all other sources of energy regeneration useless.
2019-09-19 09:43:30 +03:00
Werner
83b9b36012 Further Ghostspawner Adaptations (#6857)
Spawns the rescue pods survivors with a GPS
    Gives a ID to the pod-smuggler
    Removes the prefix/suffix from the entered name if someone accidentally enters it
    Makes the appearance changer configurable (so it´s possible to determine by spawnpoint what someone should be able to change about the char)
    Makes the first part of the name prompt configurable
    Adds species overrides for ghost-spawner equipment.
    Fixes a bug with belt items being spawned twice.
2019-08-13 21:25:26 +03:00
Werner
521cf0ef67 Fixes/Tweaks Ghostspawners (#6842)
* Added a drill to the survivor pod
* Fixed a bug which caused a spawner with unlimited slots to disable itself after the first spawn
* Fixes a bug with the CCIA Equipment. #Fixes #6844
* Added a verb to despawn to admin mobs
* Removed the human respawn delay from the visitor/pod survivor
* Prevents Tajara/Unathi from becoming checkpoint guards to avoid the shoe/gloves issue
2019-08-11 12:31:56 +02:00
Werner
a8e4e7f88c Ghost Roles (#6706) 2019-08-10 23:57:49 +02:00
Mykhailo Bykhovtsev
e51ca16771 Ceres' additions part three (#6748)
Depends on #6743

    Adds Lance fatigues, male and female dresses to the game.

Select equipment verb additions:

    Adds Lancer

    Adds Lance Medic

    Adds Lance Engineer

    Adds Lance Operative

Misc changes:

    Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon

    Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.

    Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
2019-07-27 00:01:47 +03:00
Alberyk
b0e6ece48b Gun update: the end of the space cold war (#6742)
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
2019-07-24 21:31:09 +03:00
Erki
bd2d9a184d Better factions and contractors (#6493)
Intent of this PR: make factions actually matter.

How we're going to do this:

Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
2019-07-16 00:21:34 +03:00
fernerr
77c262e9a2 Security and Central command uniforms sprite overhaul (#6560) 2019-06-18 00:28:53 +02:00
fernerr
7ec85635e5 A round of sprite improvments/additions. (#6363)
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)

    Adds new sprites for the tactical gear available in cargo.
    Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
    Improves the sprite of the ushanka, adds the old one as a variant by request.
    Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
    Adds a TCFL jacket to the loadout.
    Changes the flipped sprites of most caps to be leaning rather than straight.
    Makes the visors of biosuits transparent.
    Recolours the security biosuit from orange to pale blue.
    Recolors the hip holster to be black.
    Makes the tactical gas masks eyes transparent.
    Tweaks the red and blue bandanas to be less bright.
    Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
    Makes the security berets more fitting with the standard blue one.
2019-05-23 09:16:55 +03:00
Werner
b823b4eb05 Converts jobs and admin equipment to use outfits (#5827)
Converts the jobs and admin equipment to use outfit datums.
2019-02-19 23:58:05 +02:00