- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem.
- Neurotoxic Venom and Hallucinogenic Venom both removed entirely.
- Regenerative Stasis now shows the person as being dead.
- Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20.
- Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms).
- Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit.
- Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness).
- Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though).
- Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked.
- Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types.
(NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down).
- Changelog Updated.
- Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen).
- Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though.
- Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely.
- New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though).
- New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili.
- New Circuit Imprinter Icon by Veyveyr.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
-Moved the code for how cigarettes work to a more appropriate location (They were in clothing code)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@848 316c924e-a436-60f5-8080-3fe189b3f50e
Beefed up Mind Transfer. Can now swap with traitors/revs/etc. Limited to humans and monkeys, and may not transfer to changelings, wizards, or cultists. Targets must still have a mind and a client for this to work (must also be alive).
Mind Transfer now correctly works for mime targets or other targets with special verbs.
Added a proper spell book for wizards.
Changelings are now properly assigned their special role at round start.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@810 316c924e-a436-60f5-8080-3fe189b3f50e
Wizard spells will be selectable through a time, instead of PDA/other. Currently inserted as the radio uplink.
Spells are now contained within a single file.
Added new spell, mind transfer. Allows the user to swap bodies with any available (non-braindead) human being. Traitors, changelings, and other similar people are not affected. It is possible to lose spells during the transfer. 1 minute cooldown. Probably still has bugs and/or balance issues.
Wizard teleport cooldown increased to 60 seconds.
All humanoid aliens (other than queen) may now vent crawl.
Hunters gain shorter devour time and a new ability to regurgitate their victims (if they are still alive).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@807 316c924e-a436-60f5-8080-3fe189b3f50e
Emergency oxygentank's volume was reduced, initial pressure was increased, distribution pressure was set to 21.
Internals icon was fixed.
Also, now you can activate weared internals by clicking on icon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@763 316c924e-a436-60f5-8080-3fe189b3f50e
- Food items don't make you goddamn fat so easily.
- Bananas are now edible but still leave a banana peel.
- New Disease: Pierrot's Throat. While infected, random words you say are replaced with "honk." At the later stages, you'll randomly say honk as well. See your local doctor with a health analyzer to find the cure. Virus added to virus crate and random/badmin disease event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@753 316c924e-a436-60f5-8080-3fe189b3f50e
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
Updated icons for plastic explosives.
Replaced one of the Construction sites with a Xenobiology lab on request. It is a temporary location and is mostly for roleplay. There will NOT be a job associated with it.
Added Barhandar's updated shieldgen stuff.
Copied icons to stationobjs.dmi for future shieldgen update.
Misc changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@666 316c924e-a436-60f5-8080-3fe189b3f50e
Use it on itself to set the timer length (defaults to 10 seconds)
Can be applied to floors, walls, monkeys, whatever
Whatever it is applied to suffers a max-severity ex_act()(turf turns to space, objects are destroyed, mobs gib), aside from walls, which are simply busted down to not even girder
Minimal damage to everything else in range, as with a PDA bomb
Fits in your pocket for convenient carry
Replaces the piss-weak syndiebombs for anyone with a syndicate uplink, comes in 2-packs
Low-severity explosions do not have a 100% chance of knocking walls down to girders anymore.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@662 316c924e-a436-60f5-8080-3fe189b3f50e
* New Implant: Chem. Insert up to 10 units of chemicals into implant with a syringe (while still in implant case) and then can use a prisoner management console to trigger 1, 5, or 10 units of the chemical to be injected into the implanted subject. Once all the chemicals are used up, the implant disables itself.
* Prisoner Management Console can now detect the approximate location of prisoners with tracking implants in them. It gives slightly more useful information then the tracker but isn't portable.
* AI cannot access Prisoner Management Console (unless malf/XISC).
* Prisoner Management Console re-added to Armory (It no longer can trigger explosive implants). Play nice or else you'll get your toys taken away from you.
BORK BORK update:
* Re-did ChemMaster. Now it allows you transfer reagents in and out of a buffer. You can then turn the contents of the buffer into either a pill or a bottle. When removing reagents from the buffer, you can either delete them entirely or return them to the beaker. However, removing the beaker clears the contents of the buffer (so no mixing inside the ChemMaster!). CondiMaster Neo is almost identical to the ChemMaster except it only makes condiment bottles (no pills).
* Milk now being handled like the other reagents (as intended). Remember: 5 units of milk = 1 cup.
* Soymilk interchangable with regular milk in microwave recipes. (again, 5 units = 1 cup)
* Xenomeatbread! 3 xeno meat, 3 cheese, 3 flour. Extra Heretical!
* Monkey related food items renamed to generic meat (since I'm adding animals, I really don't want to add a new food items for every single new animal).
* Cola removed from fridge. Thematically appropriate but it just clutters it up (especially since there are vending machines all over the damn place).
* Faggots removed from meat locker. Instead, a small amount of meat spawns in there.
* Carp processes modified. Code is a littles cleaner (lawl) and the random pathing a a little cleaner as well.
Badmin Update:
* By request, Admins can now trigger radiation event.
* Confirmation warning on admin-triggered carp event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@660 316c924e-a436-60f5-8080-3fe189b3f50e
Added some more toy icons for future use.
Another revolver/gun sprite added. New gun added as admin-spawn only. Based on a forum sprite.
Moved some unused gun sprites from weapons.dmi to gun.dmi.
Modified toilet sprite.
Fixed toilet direction on Prison Station.
Made tape recorder smaller.
New d6 sprite.
Added a reinforced window to Engineering. Removed an Engineering locker from inside one of the grills.
Moved status displays inside Engineering.
Changed Beepsky's path, again.
Added a spell list to the wizard shuttle so you know what you can buy.
Fixed some disconnected APC in Warden's office.
Replaced identification computer with a prisoner management console on the Prison Station.
Placed explosive implant kit on Prison Station.
Removed clown's secret stash. It was placed there by mistake.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@603 316c924e-a436-60f5-8080-3fe189b3f50e
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
* Hydroponics area re-arranged to require less running around.
* Both Nettles and Death Nettles now can be used in a blender to extact their reagents.
* Seeds Crates can now be ordered by the QM. Contains a packet of all the basic seeds available from the seed vendor.
* Exotic Seeds Crates can now be ordered by the QM. Contains one packet of the following each: Egg Plant, Nettle, Fly Amanita Mycelium, Liberty Cap Mycelium, Plump Helmet Mycelium
* "Egg Plant" added (not a typo). Eggs may not be used on Seed Extractor to make Egg Seeds (that would just be silly). The only way to get an Egg Plant is through mutating an Eggplant or an Exotic Seeds crate.
* Plant-b-gone spray bottles now kill weeds and pests better then before. Also slightly less toxic.
* Weed spray and Pest Spray both removed since they're redundant.
* Potatos added. Can be used to make Fries (Potato + Processor), Cheesy Fries (Microwave: Fries + 1 cheese), Loaded Baked Potato (Microwave: 1 Potato + 1 Cheese)
* Beaker I intended to add in previous update finally got added (in kitchen).
* AI can no longer pick plants in hydroponics. The Cybernetic Horticulturalist Society has filed a complaint.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@499 316c924e-a436-60f5-8080-3fe189b3f50e
-Added an energy cutlass and made a pirate version of the space suit in preparation for a later nuke update.
-Changeling now ends 15 minutes after changeling death, unless he's ressurected.
-Further fixing of wizarditis teleporting into space.
-Fixed the wise beard sprite.
-Fixed missing sprite for monkeyburgers.
-Fixed Beepsky automatically adding 2 treason points to EVERYONE.
I believe that's everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@365 316c924e-a436-60f5-8080-3fe189b3f50e
Numbers' hydroponics syringe injections:
Now you can put chemical solutions into hydrotrays and plants will react accordingly.
Minihoe for uprooting weeds safely. Added to hydroponics trays.
Changed:
Advanced ProcCall proc, now actually somewhat useful.
Blob expands faster again.
Slight Plant-b-Gone buff against alien weeds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@125 316c924e-a436-60f5-8080-3fe189b3f50e
Improved plant analyzer, now you can also analyze harvested plants with it.
Modified hydroponics layout: added a blue toolkit, anti-toxins kit and changed floor textures some.
Added more drug effects to max potency drugs. This required a minor hud modification. (overlay effect scaling)
Made foods heal less, as eating almost anything instahealed you before.
Fixed minor hydroponics issue with plant-b-gone and adjusted some mutation/growth rates.
Mushrooms will now yield minimum one mushroom always when harvested. (sensible!)
Made the Hydroponics instructions paper a bit better.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@83 316c924e-a436-60f5-8080-3fe189b3f50e
As they were of different object type, extractor didn't work with them.
Also adjusted poison effect a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@78 316c924e-a436-60f5-8080-3fe189b3f50e
Although kept detective's revolver ammo at 5, instead of 7 to which someone had changed it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@75 316c924e-a436-60f5-8080-3fe189b3f50e
Hydroponics update + bugfixes.
Consists of revisions:
R58, R60, R67, R68, R73.
Combined changelog (from oldest rev to newest):
Put all hydroponics defines into one .dm file
Added functionality for nettles and made all currently growable plantlife work
Changed hydroponics layout
Added Hydroponics Supply crates and added weed/pest sprays into the current ones
at hydro
Fixed nettle hold graphics
Fixed vending machines showing hidden items.
Added Research Director hydroponics access and botanists tox access (already had
chem access, but no tox).
Hydroponics in great shape. Spank Numbers for final modifications before merging
to trunk. (weedkillers, pestkillers)
Added a seed vending machine.
Amanitas now poison, and the poison is nasty. Added a poison() proc to all
foods.
Added graphics for vertical and horizontal one-tile-wide tables. Put one inside
hydroponics.
New 'blur' texture when your vision goes blurry.
Fixed a typo in hydroponics code.
Added a disposal unit in hydroponics.
Added a how-to instructions paper in hydroponics.
Hydroponics in working order. Extra features still in developement.
Fixed weedspray and pestspray entries.
Removed chaplains random probability to have see_invisible 15 at start, because
it's reset to 0 right next world tick anyways.
Added burn() and drug() procs to foodstuffs.
Added drug effects to some mushrooms. Have a nice trip.
Made chilis heat you up and ice peppers freeze you down.
Fixed carrot's harvest icon (it didn't exist)
To-do: Mutagens and vitamins for hydroponics plants.
New mutations, recipes for cook, extracting stuff from plants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@74 316c924e-a436-60f5-8080-3fe189b3f50e
•Cholesterol is out, for now. Shit doesn't work.
•Raised the YOU-ARE-FAT limit to src.nutrition > 600 instead of 400. Meatbread tends to make people fat, fast.
•Included a fix for the cleaner spraying when added to the backpack. Im such an uber haxxor
Files edited:
code/defines/obj/weapon.dm
code/game/machinery/microwave.dm
code/game/machinery/processor.dm
code/game/objects/closets/kitchen.dm
code/game/objects/items/weapons/mops_cleaners.dm
code/WorkInProgress/Chemistry-Reagents.dm
code/WorkInProgress/Chemistry-Tools.dm
food.dmi
kitchen.dmi•Added kitchen stuff: Meatbread, Cheese wheel, Omelette Du fromage, Muffins. Kitchen knife now spawns in the chef's storage and can be used to slice the meatbread loaf or cheese wheel into wedges. Cheese wedges can be used in the microwave to make stuff. Cheese wheels made by using Milk (now spawns 8 bottles in the chef's fridge) on the food processor. Everything's got their respective icons.
Forkloads of food half-in, not yet working. Forks dont spawn but if someone gets his hands on one, he can hit the omelette with it and the fork will change its icon to a "loaded with omelette" fork. TO DO: Actually get the loaded fork to feed the user once he hits himself with it.
◘Recipes: Meatbread: 3 cheese 3 meat 3 flour Omelette: 2 eggs 2 cheese Muffin: 1 egg 1 flour
•Cholesterol is out, for now. Shit doesn't work.
•Raised the YOU-ARE-FAT limit to src.nutrition > 600 instead of 400. Meatbread tends to make people fat, fast.
•Included a fix for the cleaner spraying when added to the backpack. Im such an uber haxxor
Files edited:
code/defines/obj/weapon.dm
code/game/machinery/microwave.dm
code/game/machinery/processor.dm
code/game/objects/closets/kitchen.dm
code/game/objects/items/weapons/mops_cleaners.dm
code/WorkInProgress/Chemistry-Reagents.dm
code/WorkInProgress/Chemistry-Tools.dm
food.dmi
kitchen.dmi
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@59 316c924e-a436-60f5-8080-3fe189b3f50e
Added Weed-B-Gone into crates at hydro, also Weed-B-Gone functionality.
Changed map accordingly.
Added weedbgone as a reagent and a recipe for it.
Added new spray sound effects and updated/changed those that were used before for fire extinguisher, refueling/refilling, using cleaner and using weed-b-gone.
Removed thumbs.db added by TLE as I saw it unnecessary.
Added buzzing sound to be used later with Fly Amanitas.
Changed some fertilizer graphics in chemical.dmi to be prettier.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@42 316c924e-a436-60f5-8080-3fe189b3f50e