More tweaks to death commandos.
More work on CentCom.
Fixed turret control issue for AI.
Station blueprints now spawn in CE's locker.
Power control modules placed on the map.
More shield generator stuff by Barhandar: shield walls and shield wall generators now respect bullets and they (bullets) have chance to get past the shield. This also means you can power shield generators through emitters but it takes two to make a generator stable.
Misc map changes.
Re-check gimmick closets so they no longer spawn empty.
Added a new admin button under Special Verbs. Allows to easily respawn a player (as an assistant) if their original body was gibbed. Currently doesn't set player preferences. WIP.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@675 316c924e-a436-60f5-8080-3fe189b3f50e
APC emagged/broken and wires_exposed icons was swapped, fixed.
APC hacking now can properly shock you
Added station blueprints!
* now possible to rename areas
* now possible to create new bays
* space now haven't free power supply
Blueprints aren't placed on map yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@670 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
A shield generator thingy. To my knowledge, it's basically like containment field generators that block movement instead of zapping the fuck out of you, can't contain singularities, and don't require emitters to keep powered.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@658 316c924e-a436-60f5-8080-3fe189b3f50e
Currently, all it does is enable a round to start with three AIs instead of just 1.
Must be triggered before round start, obviously.
Related to badmin button, in the event of multiple active AIs on the station, latejoiners are only announced by one AI, picked at random.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@657 316c924e-a436-60f5-8080-3fe189b3f50e
Air alarms will now display atmospheric information to anyone.
Air alarms will not automatically trigger atmos alarms similar to that of a fire alarm. Can also be manually activated by silicon mobs and those with atmos tech access.
Atmos alert must be deactivated manually by silicon mobs or those with atmos tech access.
Improved effects for the atmos alert and when an atmos and fire alert occur simultaneously.
Silicon mobs should now receive an alert when an atmos alarm is triggered.
Two bug fixes with fire alarms: One was preventing borgs from using them at a distance, the other was giving borgs a starred alarm interface, which was silly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@655 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a communication console bug that prevented the shuttle from *not* being called in the first 10 minutes of the game.
Updated clothing code. Swat armor slows you down less and provides for large suit storage. Ninja suit speeds one up and provides syndicate-like suit storage.
Re-added and modified pulse rifle code and icon.
Some misc modifications.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@650 316c924e-a436-60f5-8080-3fe189b3f50e
Ion laws are now listed before all other laws, making them the kings of law priority
AIs can have multiple Ion laws
They are still resettable as normal
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@648 316c924e-a436-60f5-8080-3fe189b3f50e
CentCom Special Ops shuttle updates.
Removed gib implants from SS13 until we figure out what to do with them.
They are now located on CentCom for a future revision.
Added air alarms to Fore Primary Hallway.
Disintegrate now leaves different remains for robots and aliens.
Misc fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@628 316c924e-a436-60f5-8080-3fe189b3f50e
Stripping now works for taking off suit storage as well as emptying hat storage.
Prison Management Computer now only requires armory access, not armory and captain access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@609 316c924e-a436-60f5-8080-3fe189b3f50e
The hazard vest
It's just a "reflective" vest that spawns in engineering and CE lockers. Doesn't do much yet, but more will be added sooner or later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@604 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
Fake wizard costume is now able to cast spells like the other two. Wizards still start out with the updated suit.
Fixed toy swords not having their icons set properly.
Updated the tactical turtleneck sprite, the old one is available as a toy.
Updated soviet uniform.
Modified swat shoes to be darker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@590 316c924e-a436-60f5-8080-3fe189b3f50e
Maximum temperature raise because of running for fat people is now limited.
Some code cleanups.
Added fuel canister with sprites (needs to be fixed, just like the bucket)
Added magboots inhand sprites.
Removed obsolete "fullness.dmi"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@589 316c924e-a436-60f5-8080-3fe189b3f50e
Moved contents of oil.dmi into robots.dmi for consistency. Deleted oil.dmi.
New alien gibs as well as gibing animations for monkeys, aliens, and robots.
Disintegrate animations for monkeys, aliens, robots, and humans.
Updated clean bot to remove robot and alien gibs/blood/oil.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@588 316c924e-a436-60f5-8080-3fe189b3f50e
Added some vending machines near the dormitory.
Modified foamdarts.
Modified toy descriptions and item states.
Misc changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@575 316c924e-a436-60f5-8080-3fe189b3f50e
Changed icons of RD and CMO secure closets.
Added a medical wardrobe closet to Med Bay.
Moved toy icons to toy.dmi.
Renamed Invisibility to Ethereal Jaunt.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@573 316c924e-a436-60f5-8080-3fe189b3f50e
Added a more robust selection of storage options to the syndicate spacesuit.
All forms of obj/item/weapon/gun (revolver, energy weapons, etc) along with ammo
batons
handcuffs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@564 316c924e-a436-60f5-8080-3fe189b3f50e
Added some Maintenance lights to reworked areas.
Removed entertainment monitor in Bar Maintenance.
Correctly placed a door near Bar Maintenance.
Added a Maintenance door near Med Bay entrance.
Changed the second Law Office into a vacant one until futher notice.
Added back Medical Doctor spawn locations.
Map ready for testing.
Report problems via adminhelp.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@563 316c924e-a436-60f5-8080-3fe189b3f50e
Look for the new slot above where you shoes go, assuming you don't hide them.
While wearing an outer suit (basically anything other than a jumpsuit), you can store an item here.
Allowable item(s) for the slot varies depending on what you are wearing
IF IT IS A SUIT I DIDN'T DEFINE ITEMS FOR BECAUSE IT WASN'T IN CLOTHING.DM: Emergency oxygentank
Biosuit/plague doctor suit: Emergency oxygentank
Detective suit: Detectives revolver, ammo for said revolver, cigs, zippo, forensics scanner, taperecorder
Judge robes: Cigs, space cash (not that any of our space judges would dream of accepting a bribe)
Lab coats: bruise packs, ointment, dna injectors, droppers, syringes, hyposprays, med analyzers
Apron: Plant-b-gone, seeds, plant scanner, nutrients, minihoes
Wizard robes: Teleport scrolls
Armor (all varieties, which includes HoS coat): Energy weapons, batons, handcuffs
Captain armor: as regular armor, also emergency oxygentank
Firesuits: Emergency oxygentank, flashlight
Spacesuits (all varieties, including RIG): Emergency oxygentank, flashlight
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@557 316c924e-a436-60f5-8080-3fe189b3f50e
CMO now has a personal locker.
CE gets a pair of mag boots in his locker. Previously commented out.
Added department head sets to head lockers.
Fixed MULE dropoff at Security and Kitchen.
Syndicate space suits now slow you down by a small amount.
New prize at the arcade.
Added back Robocop selection for Security borgs.
More CentCom area adjustments.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@556 316c924e-a436-60f5-8080-3fe189b3f50e
Added check if you already ate something but it was not yet metabolized. It's harder to overeat now.
Improved the random look generator. Now it takes in account real-life statistics of skin tone and blood group distribution, and has different colors.
Fixed bug that sprinkles did not metabolized in non-security body.
Made rig suit to be proper space suit.
Cleaned some code
Made mopbucket to have 100 volume.
Added radio report diagnostic verb (but with no effect for now)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@551 316c924e-a436-60f5-8080-3fe189b3f50e
Clown Planet is now located on its own z-level (7).
Updates to the areas page. When creating new or modifying existing areas, place them in an organized fashion for easier reference.
Chemistry and CMO are properly recognized as part of Med Bay now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@547 316c924e-a436-60f5-8080-3fe189b3f50e
Raised fattening plank by 2.5 times.
Lowered the speed decreasement by 2 times.
Added "random look" option in character creation screen. The colors are weightd towards natural, but there's always a chance of "punk" coloring.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@542 316c924e-a436-60f5-8080-3fe189b3f50e
I am very much unhappy with the current state of the lockdown, as it leaves the robot unable to speak (and thus unable to explain itself), but I have thus far been unable to find an easy way to leave it unable to act while still able to speak
Cyborgs can no longer use the robot terminal against cyborgs that aren't themselves
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@538 316c924e-a436-60f5-8080-3fe189b3f50e