Various bugfixes for cult.
-raised and manifested are cultists
-you cannot use target for sacrificing
-free a cultis frees from muzzle, closets, pods
-removed unused files.
Added satitize() to emotes.
Extended and Random were returned to Game Panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
Simple "if" structure added in the toggle-jetpack verb to check the type of the suit. It's friendly to any addition of new jetpack types. I'll be including those re-sprited suits soon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1423 316c924e-a436-60f5-8080-3fe189b3f50e
Captain armor changed as per request.
Captain armor capable of acting as a space suit.
Captain helmet placed on map in Captain's quarters.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1416 316c924e-a436-60f5-8080-3fe189b3f50e
- Fire will now melt through floors when it reaches a certain temperature.
Technical info:
- Floors have a heat capacity of 10000 degrees, once a fire gets hotter than that, it will set the turf's 'to_be_destroyed' variable to 1. It also updates a variable which shows how much fire-induced temperature a turf has had to sustain. Once the fire burns up, it will check if the turf's (loc's) to_be_destroyed variable is not 0, if it is it will calculate the chance for it getting destroyed (foruma in hotspot's del proc) and either replace it with space or not, depending on the probability result.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1405 316c924e-a436-60f5-8080-3fe189b3f50e
Silly me forgot to add (src.loc) at the end of the prize things, after the whole map fiasco (and me needing to copy over file from my old folder to a new one).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1396 316c924e-a436-60f5-8080-3fe189b3f50e
Monkeys during monkey mode can use detective's revolver wearing hat and suit (without uniform).
Fixed some runtime errors.
Added ability for admins to disallow connecting for guests.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1395 316c924e-a436-60f5-8080-3fe189b3f50e
Glasses:
Added Optical Material Scanner - A gimmicky item that lets people see ALL OBJCECTS, even if hidden by turf.
Storage:
Added dice pack - one d6, one d20 (will add more once I add more Dice types).
Toys:
Typo fixes.
Cigarette lighters:
Zippo - Made the lighting message gender neutral.
Match - Made the lighting message gender neutral.
RSF:
Provides new items - Dice packs, pens, and cigarettes
Human life:
Made the Optical material scanners work to see objects.
Robot Modules:
Servicce borg - Has a lighter now (which will be modified soon so people can light other people's cigarettes).
Icons:
Night vision goggles slightly modifies to have a space for the nose of humans to stick out. The item state changed a bit out of the place holder status.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1386 316c924e-a436-60f5-8080-3fe189b3f50e
It is now fully implemented, though I might continue work on it (especially with all the bugs no doubt present in the code). To turn on wizards spawning with an spellbook that gives object spells as opposed to verb spells, uncomment the FEATURE_OBJECT_SPELL_SYSTEM line in config.txt
For the end user, the vanilla (without spell var editing) wizard, the only two differences are having to click spells to use them (not being able to right-click stuff and cast spells that way or type them in the command line) and having a nice little countdown for a spell's recharge time.
Changelog
It is now less horribly blue on white and more nicely black on white.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1381 316c924e-a436-60f5-8080-3fe189b3f50e
Cap guns can be recycled like cap gun ammo boxes. So once you empty your 14 shots, toss the gun and box in the autolathe for 10 metal and 10 glass points a piece.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1380 316c924e-a436-60f5-8080-3fe189b3f50e
Arcade prizes are now looking VERY REAL (as both of the head coders wanted them to look real again).
Toy E-swords sound real when you turn them on/off.
New toy! The replica red spess suit! Great for costume parties, not great for keeping security from chasing you down the hall, or space travel. Made of real plastic!
Now no one can bitch about the Ai satilite's teleporter suits. `~`
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1378 316c924e-a436-60f5-8080-3fe189b3f50e
Ninjas now explode when they die.
Ninja mask obscures speech (garbles text) if the voice modulator is not set to mimic voice.
Ninja hood makes one not trackable by AI if worn, much like the agent card.
Certain obj/item/clothing items (canremove=0) will not be removable by normal means. Currently only set for ninja stuff and the suicide vest. The suicide vest might explode if active and someone tries to strip it off a person.
Removed heat protection from black shoes. Not sure why it was there.
Removing a mask from a monkey via text window will now properly give a message.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1370 316c924e-a436-60f5-8080-3fe189b3f50e
Broborgs commented out.
Service borgs lose paper and spacecash wad.
Service borg gets an RSF. Rapid service fabricator, with three setting that work on simulated (normal) floors and tables:
1. Creates a wad of 10 Credits (because humans like dosh). Drains 200 each use.
2. Creates a drinking glass (to fill beer into). Drains 50 energy each use.
3. Creates a Piece of paper (for writing). Drains 10 energy each use.
The malfunction lockers use new, robust (read as slightly nerfed), 2001 a Spess Odyssey spess suits. (Due to voting results)
No 2001 jetpacks though, as they don't have item states.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1369 316c924e-a436-60f5-8080-3fe189b3f50e
- Added two mecha armor booster modules (no sprites) and a repair droid module (sprite is temporary).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1362 316c924e-a436-60f5-8080-3fe189b3f50e
Added three new items for use in borg modules.
Meson Vision
Thermal Vision
X-Ray Vision
When selected as an active module (as in it is taking up one of your three module slots, not that it is your "in-hand" module), the module confers the appropriate vision mode. These vision modes consume a lot of power while active (50/tick on meson, 100/tick on thermal, 200/tick on xray), so it's best to keep them inactive unless you need them.
Gave Meson vision to mining and engineering borgs, did NOT hand out Thermal or Xray vision, that won't happen until I get an idea of public opinion on this update.
Also included is a syndicate borg module that's been sitting half-finished in my local copy of the code as I was having issues deciding what all to give it. It is NOT selectable at this time. The plan was for it to only be selectable under specific conditions, most likely involving hacking and/or emagging. It's only getting committed because its in the same file as the actual update.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1359 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a warning with neophyte's last update.
prepared food vars in preparation of FUCKING SPRITES SOMEONE MAKE ME SOME and tray funcitonality.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1355 316c924e-a436-60f5-8080-3fe189b3f50e
Apparently the cat ears gimmick item were supposed to match the hair color of the owner. So they do now. Included some commented-out code for when the sprites for the pink ear bits get located so they can be overlayed over the recolored icons as intended.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1351 316c924e-a436-60f5-8080-3fe189b3f50e
Added emp pulse to ninjas powers (Ninja gear is not affected by EMP).
Ninja mask protects against flash (portable and set).
Ninja mask can toggle voice changer and vision modes (right click).
Ninjas can toggle stealth (right click suit).
Thermals and mesons no-longer give (slightly) better night vision.
Commented out tray sounds until we get the files uploaded so the game compiles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1349 316c924e-a436-60f5-8080-3fe189b3f50e
- Lattice can no longer be placed on floors
- There can only be one lattice on each tile (no lattice stacking)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1333 316c924e-a436-60f5-8080-3fe189b3f50e
Modified some sprites:
Emergency oxygen in belt now has has hose transparency.
pickaxe and shovel now look bad ass (I will never ever replace the filler sprites with anything from mine craft again, honest). But the other picks are still Minecraft picks, because they are going to be replaced with reasonable pick types soon (except the diamond pick, which we must keep).
Still not adding the void suit to replace the red suit on the AI sat until most people give the go ahead.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1329 316c924e-a436-60f5-8080-3fe189b3f50e
I've also divided their suit into parts as outlined in some topic I forgot about.
When ninjas spawn, they start in a location for space carp (in space). Getting to the station may prove somewhat difficult at this time.
Commented out the Voidsuit until it has unique sprites since I changed the ninja suit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1327 316c924e-a436-60f5-8080-3fe189b3f50e
In Gimmick,
Santa suit now is pretty quick (but it can't spawn in game so fat chance of using it).
Typo fix, description changes.
In head,
A few descriptions changes.
Jumpsuits,
Chemists and the CMO have their OWN jump suits now. So no one can confuse the chemist in chemistry with a geneticist.
Added a space Jumpsuit to the code, it can only be spawned by admins or people in sand box. So you can jump out an air locks with it now (default sprite is a black jumpsuit).
Fixed the roboticists jump suit so the head transfer coefficient is lower (as some One set it to the same level as a lab coat for some insane reason, lucky we don't have more frozen people in robotics).
Miner jump suits are a fraction better against heat transfer than other jump suits, but just slightly.
In Suits
Tacticool NASA Voidsuit, which is just like a Red space suit but can only hold energy guns, are slower (slightly) and are bulky (so you can't hide them in back packs).
Also, a few description changes. Perhaps now we can add these to the AI satellite teleporter room? Maybe?
Job Procs
Chemist and CMO start with above stated jumpsuits for their job ranks.
Flamethrower
Gives 1 weapons and 1 plasma research. This was something the creator of the R&D had not gotten around to doing (when questioned about it a while back, he wanted it to give minor tech fields in both, but got busy), so I just want to lighten the load.
Mining
Tweaked the tech origin of plasma cutters so it will contribute to plasma research now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1323 316c924e-a436-60f5-8080-3fe189b3f50e
HOSTS OF OTHER SERVERS, READ THIS ONE TOO!!!!
Administrator ranks renamed:
- Host => Game Master
- Coder => Game Agmin
- Shit Guy => Admin who Sinned
- PA => Trial Agmin
- Administrator => Agmin Candidate
- SA => Temporary Agmin
- Moderator => Agmin Observer
- Filthy Xeno => Punnished Agmin
Promotion and Demotion ingame can now only be done by Game Admins and Game Masters.
THIS COMMIT INCLUDES THE NEW admins.txt FILE FOR TGSTATION. IT USES THE NEW RANK NAMES. ALL OTHER SERVER HOSTS ARE TO UPDATE THEIR ADMIN FILES TO THE NEW RANK NAMES WHEN THEY UPDATE PAST THIS REVISION. Don't yell at me, as if I didn't tell you in caps...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1318 316c924e-a436-60f5-8080-3fe189b3f50e
Miner Cyborg looks better.
Better jackhammer (I like it at least).
New sink for kitchen
Few sprite fixes for the emergency oxygen tanks
Cyborg's RED eyes, will not work now.
Code Stuffs:
Adding some code for mining so I can eventually make the top tier mining items work for radius mining.
Showers are in their begining stages.
Tool boxes give weapons research bonus, of 1 (lol, tool boxers).
Map Stuffs:
Added a few more hazard signs.
Added enclose the engine (still airless).
Kitchen has new sink.
I desided the dispencer should be a water dispencer in the mine station.
Barely worked on the wizard's lair, just added lights I guess.
More colored clothing lockers in locker room/ arrivals shuttle. Now expect to see green wearing assitants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1315 316c924e-a436-60f5-8080-3fe189b3f50e
If you're wondering why updates third and fourth happened together, in update the third I redid how brains work, and I was halfway to committing it when I realized "wait, if I upload this now, everything that uses the brain will cause fuckups".
Notable changes:
When your brain is cut out, instead of your client hanging around inside your now brainless and more or less useless body, it it shunted into the brain object, similar to an AI in an intellicard.
While not in an MMI, your brain is "dead", deathchat and all. When stuck into an MMI, you spring to 'life', allowing you to talk to whoever stuck your brain into the thing. It occurs to me while I'm typing this up that it would be very easy to abuse this communication between life and death by slapping brains in and out of MMIs. DO NOT DO THIS OR THE ADMINS WILL HATE YOU AND DO MEAN THINGS TO YOU.
Life in an MMI is pretty boring, so you should yell at people until they stick you into an AI core or robot frame to give you something to do. I know the MMI was originally thought up as a mecha interface, but I haven't gotten around to looking at the mecha code to figure out how to hook it in yet.
I suspect there's going to be howls of "WHY DO YOU HATE ROBOTICISTS" over this next part, but the MMI itself is an R&D-researched object, with a biotech level of 3. That said, the station starts with two of them in the operating room (to get the research level up if nothing else), and they are producible at the protolathe AND the mecha fabricator (since they will eventually get to plug into a mecha.)
Known issues: The MMI is SUPPOSED to pop out of a cyborg with the player attached when the cyborg goes pop, but it didn't in my initial testing, simply ghosting the borg as they already do. Will work on this as I have time, but what with having to go to work these days, I have somewhat less of that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1311 316c924e-a436-60f5-8080-3fe189b3f50e
Mime masks no longer look like clown masks when carried in hand.
Clown/ mimes have the a crate they can order to get their standard uniforms back. In case of theft.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1301 316c924e-a436-60f5-8080-3fe189b3f50e
- Added Durand parts and Durand construction (currently using Gygax part sprites)
- Other mecha tweaks.
- Fixed smelter not showing sand as smeltable material.
- Cyborg gibbing inside recharge station should now update its icon and power consumption.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1288 316c924e-a436-60f5-8080-3fe189b3f50e
RIG's radiation shielding now lowered, and RIG helmets raised. now the rig gives .5 resistance, and helmet gives .25.
Sleep Smoke, it is experimental for now till I can get it to ignore people in full wizard robes. I might have to extend the ammount of sleep it does too.
Basic work up for sleep smoke spell. Will add more later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1279 316c924e-a436-60f5-8080-3fe189b3f50e
Pill bottles now can fit in containers (and pockets).
Moved remained adminverbs from Commands tab.
Map debugging tools tab is hidden, use verb on debug tab to show.
Singularity's EMP now won't spam in adminlog.
Revolutionaries now cannot deconvert themselves.
Cutting camera now leaves fingerprints.
Fixed some runtime errors.
Unckecked file that microvave forgot to add under svn.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1277 316c924e-a436-60f5-8080-3fe189b3f50e
Wizordrazine for secret wizard spell.
Various food nutriment changes.
Candy Corm and Popcorm are now properly named.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1269 316c924e-a436-60f5-8080-3fe189b3f50e
2)Armor Can hold revolvers, and so can the detective's coat.
3)Chef's apron is going live, it can carry a knife, and has a slight heat resistance (only slight don't run into a fire).
4)The Detective and Chief engineer smoked all buy one of their cigars on their way to the station. But I doubt they will give pause before smoking the last ones.
5)Suit storage is now used when you spawn! Pen lights in pocket, and guns in armor. And.. plant analyzers in aprons.
6) The ninja mask now resists radiaion. Meaning I buffed a gimmik item set for an unstopable killer to resist all radiaion. Don't mess with that ninja.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1263 316c924e-a436-60f5-8080-3fe189b3f50e
- Opaque windows (tinted and frosted) now look darker
- Added a trashcart object (trash bin, behaves like a crate)
- Added several recolored spacecash items. Some spawn in the vault.
- Added a new type of cigar.
- Applied the owl costume fixes by DabirA. They look strange when used with a backpack tho.
- Overalls now work for all directions
- Added thermal monocle object (thermoncle)
- Removed the swat_suit (which was broken) and all it's references (from human.dm)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1261 316c924e-a436-60f5-8080-3fe189b3f50e
Also I saw a perfectly good chef's apron not being used? WHY?!
Chef apron can hold a kitchen knife in storage, and some one didn't want to add a certain service borg spite, so I did it myself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1246 316c924e-a436-60f5-8080-3fe189b3f50e