Moved into their own folder and got split into three files.
Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.
Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.
Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.
Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.
Went though the latest runtime log.
Power cells now use return on their give/use procs
Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.
You can no longer punch people on the spawn screen.
This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal.
This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
Adding a reporting function, available in the debug menu, which tracks some crude statistics for the current round and attempts to estimate the round's current level of stuff happening (or lack thereof) for more consistent and focused badminnery.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2329 316c924e-a436-60f5-8080-3fe189b3f50e
/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
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
- You can now edit variables for clients. You however can't mass-edit them.
- Common variables are displayed on top of the view variables menu. Screenshot shows examples of mobs, objects and datums.
Screenthot: http://www.kamletos.si/view_var_lost_count1.PNG
- Fixed the problem where long type paths ruined everything forever in view vars.
Screenshot: http://www.kamletos.si/view_var_lost_count2.PNG
- Added an option to the spawn object/mob/turf screens which lets you pick whether you want the item to spawn under your mob or in the object you have marked. You can only spawn stuff in objects of type /atom.
Screenshot: http://www.kamletos.si/spawn_objects.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2280 316c924e-a436-60f5-8080-3fe189b3f50e
It requires you to first select whether you want to delete all objects of the strict type or of the type and all subtypes. After this you need to confirm. And then you need to confirm again. If anyone manages to get through 3 confirmation screens 'by accident' they are lying.
You can only use 'delete all of type' for objects (of type /obj)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2265 316c924e-a436-60f5-8080-3fe189b3f50e
- Two new admin verbs. "toggle hear radio" and "toggle hear deadcast". These don't care if you're a ghost or what you had for breakfast, they work because they're tied to your client, not your mob. To non-admins it might seem silly that this is needed but when dealing with multiple adminhelps you don't want text to move at lightning speed, so anything that you can disable is good.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2259 316c924e-a436-60f5-8080-3fe189b3f50e
- The following procs have been added: ismetroid() ispAI()
- Using the new click proc adds support for the following new procs: attack_robot(), attack_ghost(), attack_admin(), hanr_r(), hand_m()
Proc description:
- attack_robot() is the proc that gets called when a cyborg clicks on any atom without having a module selected. It defaults to attack_ai() and for the moment always calls the default as there is no separation.
- attack_ghost() is the proc that gets called when a ghost clicks on any atom. It defaults to examine()
- attack_admin() is the proc that gets called when a ghost with admin status clicks on any atom. It defaults to attack_ghost()
- hand_r() is the proc that gets called when a restrained cyborg clicks on any atom. It defaults to hand_a(), which is the the proc for a restrained AI, whatever that means.
- hand_m() is for when a restrained metroid clicks on an item.
Please note that the new click proc drops support for the HEAL mutation. Let me know if this mutation is important. All I can tell you is that it doesn't belong in this proc.
- Moved the mob/Delete() proc to mob.dm. Doubleclicking /mob in the object tree will now throw you to mob.dm instead of some random datumvars.dm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2256 316c924e-a436-60f5-8080-3fe189b3f50e
- Removed all effect of wizarditis. The disease still exists but has absolutely no effect on anything. And no, this is not a removal only from the game world, it's a removal, period. Admins don't have it either. As I said however, the disease exists so you might see wizarditis as a diagnosis on your medical scanner, it won't have any effect tho.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2252 316c924e-a436-60f5-8080-3fe189b3f50e
- Use the up and down keys to move through vars in the list and the enter key to select the highlighted var.
screenshot: http://www.kamletos.si/admin%20verbs%204.PNG
Explanation of screenshot:
To change an object's pixel_y variable:
> view variables
> pix
> hit down twice
> hit enter
> enter new value
> enter
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2245 316c924e-a436-60f5-8080-3fe189b3f50e
Give spell, make space ninja, godmode, build mode and gib are no longer verbs. They have been moved to the view variables panel. Attack log was removed as a verb. Please use the view variables panel to see the attack log.
screenshot: http://www.kamletos.si/admin_verbs.PNG
In addition "explosion", "em pulse", "gib", "make space ninja" and "give spell" now have confirmation boxes or the ability to cancel
Okay, so if there are any requests for verbs to be restored (keyboard-admins) please contact me and we'll arrange something.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2237 316c924e-a436-60f5-8080-3fe189b3f50e
- explosion and emp verbs removed from objects. They are now in the options in view variables for all objects, mobs and turfs.
Screenshots:
http://www.kamletos.si/object%20admin%20verbs.PNGhttp://www.kamletos.si/object_variables.PNG
- Marking objects now gives you feedback on the view variables screen. It also refreshes the screen.
- Warn, prison and unprison verbs removed. Prisoning can be done via player panel. (show player panel verb of the X in the 'player panel' verb. Damn these names, confusing.)
- Banning now has a cancel button on all input screens.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2236 316c924e-a436-60f5-8080-3fe189b3f50e
Screenshot: http://www.kamletos.si/laundry.png
- Some religions (currently Islam, Scientology and Atheism) set your chapel's symbols to the symbols of that religion.
Screenshot: http://www.kamletos.si/view%20variables%206.JPG (The tiles)
- Detective now has his stuff in an old-styled cabinet. (Sprite by Hempuli)
- Got rid of some.. uhh... Runtime errors... and... uhh... A certain dungeon master... I... I WAS ORDERED TO DO IT, YELL AT URIST AND CREED!
- I doubt you'll get this far in reading this changelog due to the previous point, but just in case you do... Admin tools updated:
- View variables now has a "Mark Object" option. After you've marked an object or datum, you will be able to assign the value to a variable. An example would be if you try to put an item into a closet. You'd open view variables on the item you want to move, select "mark object", open 'view variables' of the closet, click E or C next to contents and select "marked datum (type)". After this, you select 'No' for the reference question.
Screenshot: http://www.kamletos.si/references.jpg
- Also in View variables, you can now access a player's 'Player panel' if you view a mob's variables.
- Updated changelog with these changes
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2225 316c924e-a436-60f5-8080-3fe189b3f50e
Tasers and lasers now drain twice as much battery per shot
EMP bursts now do 60 damage to cyborgs as opposed to 25
Guns:
Added the three Desert Eagles by Cheridan, none spawn on map currently
Added the sprite for the Ion Rifle by Falazameer, but it does not have any EMP effect yet/the code is unfinished
Wizard:
Finally fixed it so the wizard gets Lasers/Hulk instead of Laser/TK
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2174 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed up a few more firedoors on the map
Optables will respect air groups now
The Singularity:
Might produce less lag when eating things now.
80% down from 100% chance for a beacon to force movement.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2126 316c924e-a436-60f5-8080-3fe189b3f50e
EI NATH will once again gib the target.
Head Revs will get a failure message if they are unable to convert a human they flashed.
Syndie suits taken out of the station, EVA now has 6 Grey, Engineering gets two RIGs, Mining still has 3.
Engineering Rad suits also protect vs biological hazards a bit
Fixed a cult convert bug I made a few commits ago.
Steal a RIG objective removed.
SecSunglasses now have the hud built in.
Added more sprites for Kor
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2051 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)
Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.
Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted
New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker
After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
Explosions will delay a bit longer before allowing powernet rebuilds.
Removed the Ionstorm Command reports at Urist's request, he said he would add something later.
Added dust storms to meteor mode.
Fixed most of the runtimes in the latest log.
Wizards mind_transfer now needs his robes, this prevents the constant body swap mess.
Z 1 lost all of its areas sometime in the last two revs. I think I got everything back in place but would not mind if a mapper took a look.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2037 316c924e-a436-60f5-8080-3fe189b3f50e
Flashlights
Cigs/lighters
Solars
RCDs can no longer build airlocks on doors
Airlocks now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.
After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally
Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
- Retrovirus is now curable. However, unlike most viruses, when it infects a host it generates a random cure. This cure can be either Ryetalyn or rest. For good measure, a doctor should prescribe Ryetalyn AND send them to the recovery room for rest.
- Fixed a crash in the seeds crate that would result in the crate only having berry seeds. A small typo.
- Fixed some grammar.
- Cloning people should now transfer their UI preferences onto the clones.
- Portable Artificial Intelligences should now properly be able to use the messaging software. They generated some odd runtimes caused by normal PDAs not recognizing pAIs in the PDAs list.
- Hopefully, I made equipping and dropping items a bit more responsive.
- As a result of the fix above, the item duplication bug (two people pick an item up at the same time) should theoretically not happen anymore. When I mean theoretically, I mean I have no way of testing this for sure.
- Cleaned up some of Deuryn's code in a previous revision.
Miscellaneous:
- The Cold can now be cured if you're just laying down, although actually sleeping will greatly increase your odds of curing it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2016 316c924e-a436-60f5-8080-3fe189b3f50e
Laser Cannon:
After IRC talk cost went up by 2k diamonds and 1k glass
Heavy version removed as it was more or less the same as the normal
Cargo:
cancelorder commented out as it is broken and throws runtimes. I don't really have the time or will to dig though the code and fix it right now. If anyone else or the guy who added it wants to fix it be my guest.
runtime error: Cannot read "/datum/supply_order".object
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2009 316c924e-a436-60f5-8080-3fe189b3f50e
Lowered the break prob
Added eyescrewdrivering, debraining to the attacklog
Added BoH blackholes to the gamelog and admin messages
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2005 316c924e-a436-60f5-8080-3fe189b3f50e
Implemented CTRL+DIRECTION KEY to face a direction.
Tweaked some drink icons.
Added in two new icon_states to genetics.dmi. It doesn't do anything yet, but I might toy with them later on.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1954 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!
Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.
Sounds:
I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
- Solars now bring out a fixed value. 700W each, meaning 60 of them (one array) generates 42000W. Not enough to power the station? That's the point. Although 4 x 42000W = 168000. This might be nerfed soon.
- Sun removed. Seriously, that thing ate up processor time and was completely useless.
- Solar tracker remains on the map but is completely useless. Will remove.
- Also reverted the cable updates from r1729. The code from prior to that revision might be as laggy as it was, but it works properly. After the revision powernets didn't calculate available power properly and did not update properly when new pieces were made (They stopped updating at the first wire piece which ended in a knot (non-smooth cable piece))
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1897 316c924e-a436-60f5-8080-3fe189b3f50e
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
Hat crates now cost 200 points but start unlocked.
Fixed several issues preventing the game from compiling.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1869 316c924e-a436-60f5-8080-3fe189b3f50e
--------------------------------------------
Pete
Changelog:
Appendicitis!
It's a new disease which must be cured surgically- instructions are available on the wiki:
http://tgstation13.pretentiousfool.com/wiki/index.php/Surgery
Tell Petethegoat either on the forums or on IRC if you find any problems.
------------------------------------------------
Trubble has fixed a bug with the hat crates. They can now be correctly opened.
-----------------------------------------------
Derp has added the Medborg. YES!!!
Service borg has also recieved some minor tweaks. It can now use the Booze-o-mat. it can also extrude enzymes.
------------------------------------------------
Report any problems to them via Forums or IRC. Thankyou.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1866 316c924e-a436-60f5-8080-3fe189b3f50e
For some reason, viruses were being "cured" just a bit too fast. I lowered the rate which a virus advanced through stages. I also fixed vaccines; they now actually cure viruses as well as providing immunity to any further infection.
Metroids:
The beginning of my Metroid ranching phase; Metroids may now, theoretically, be tamed to an extent. Baby Metroids are suceptible to simulated discipline, meaning if you beat them over the head with a toolbox for trying to eat your fellow scientists they will probably get the message. This also works when you're trying to wrestle a metroid off of someone's head. Additionally, they may also identify who the people who feed them are and in a situation where they have to fight to defend themselves or eat, they will spare their "friends". This is a pretty big AI change, so if you see any bugs please report them immediately!
Metroids can also "vent-crawl" like monkies, but fully-grown adults are too big to do this. NPC Metroids will never vent-crawl.
Weapons/Guns:
A lot of you are going to like this one; you can no longer shoot yourself with your own gun! This happens sometimes when the game lags up for a bit, but no more!
Additionally, you can now shoot people who are on the ground simply by clicking them. I can only imagine how easy this will make being an officer (or traitor/syndicate) now. This applies to both handheld guns and mecha weapon installments.
Xenobiology:
Scientists now, hopefully, have proper Xenobio access. Metroid dissection has been slightly changed; you can extract Metroid cores from dead Metroids no matter where you're aiming. You will not see me talk about metroid cores anymore because they're a secret. I haven't done anything with them yet, however.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1813 316c924e-a436-60f5-8080-3fe189b3f50e