Commit Graph

20656 Commits

Author SHA1 Message Date
Alberyk
df1f62a54c Custom items 10AUG2016 & contained sprites for accessories (#693) 2016-08-10 23:50:53 +03:00
skull132
9fc05fc450 Merge pull request #672 from Aurorastation/development
Update, 08AUG2016
2016-08-09 01:41:16 +03:00
skull132
c331042b9c Antag Competition Implementation (#703)
Nominating for worst code 2016

Adds in custom objectives for the antag competition
Adds in a verb for players to assign their character's allegiences and to later edit them
Adds in a verb for players to request objectives relating to the contest
Adds in the logging of contest results
Modifies the objective system to facilitate objectives that require regular checking (such as the brigging one, which was not functional up until now)
2016-08-09 01:36:21 +03:00
NanakoAC
33f7976b40 Fixes #158 (#698)
bugfix: "Fixed a major issue where alien species with cybernetic limbs on spawn would always be the species default colour."
bugfix: "Fixed preview images of nonhumans with cybernetic limbs being tinted the body colour."
2016-08-08 02:18:38 +03:00
NanakoAC
4cc7d0cb99 Fixes #625 (#694) 2016-08-07 16:27:35 +03:00
NanakoAC
468243db7e Held Mob Fixes (#691)
changes:

bugfix: "Animals climbing onto people will now show a different, correct message, instead of the scooped one"
bugfix: "Fixed an issue where a held animal could be duplicated"
bugfix: "Fixed animals bugging out when placed in crates or unworn containers"
Also removes some unnecessary scooping code from a few animals, which already exists in the parent class
2016-08-06 03:20:38 +03:00
Alberyk
c7796455bc Fixing custom mech paint kits and adding the tiger's claw custom item (#673)
Alright, I will keep the bay system, since it seems to work better, and now exosuit sprites will go in custom objects. Also, fixing a missing item, and zubari spawning with two fancy jakckets, in the new config, which should replace the actual one:
2016-08-06 02:42:25 +03:00
Alberyk
1bdf600f8a First introduction of Moghes-related fauna (#690)
Adding the first animal to a project of some species related fauna. May be used in xenoarch cloning pods or for future shenanigans.

https://github.com/TauCetiStation/TauCetiClassic
2016-08-06 00:50:58 +03:00
Alberyk
67e312363e Adding a sound at the skeleton's death (#689) 2016-08-06 00:50:09 +03:00
Alberyk
55c89ef3e6 Fixing a minor issue with magazines (#687)
Adding a new var: allowed_magazines.

Pretty much it defines what magazines you can load into a gun, it will stop people from loading submachine guns into pistols and etc. Also, fixing the Deckard revolver.
2016-08-06 00:49:36 +03:00
skull132
d07b0f4be6 Optimizing REGEX, fixes #686 (#677)
Less vars instanced every time someone speaks, no more REGEX being compiled every time someone speaks.

Should lower the cost of these procs.
2016-08-06 00:48:51 +03:00
NanakoAC
305ab8dd37 Feeding and squeaking tweaks (#681)
An extension based on live testing yesterday. 
Reduced the volume of mouse squeaks a bit, fixed Ian's automated feeding, and addded a couple new food related features to him

I made his scan delay drop when food is around, but scale up to a slower-than normal value if left alone, and added checking for held food. As well as tweaking some food-related vars on corgis
2016-08-05 15:21:41 +03:00
skull132
28b73e68cc Better spam prevention placing (#680)
Removes the spam prevention procs from all background procs, and ensures that they're only placed on procs that the user can initiate.

This will remove the chance of having spam prevention trigger from automated emotes.

Fixes #613
2016-08-05 15:21:12 +03:00
skull132
0a6e48ab8a Resolve #260 (#679)
Re-enable HTML mark-up in narrates
Because we trust the admins not to abuse HTML, right? Riiiiight?
2016-08-05 15:20:42 +03:00
skull132
8097adaa3a Fixes #674 (#675)
I was dumb and didn't read arguments correctly but this fixes it yes.
2016-08-04 15:11:31 +03:00
skull132
db200cf633 Merge branch 'master' into development 2016-08-03 14:45:28 -04:00
NanakoAC
d6803a26e3 Respawning Tweaks (#646)
changes:

rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.".
tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one."
tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough."
In addition, unlisted changes:
The admin verb 'Allow player to respawn' now sets all three respawn timers
Respawn times are now centralised in setup #defines, for easier editing in future
Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
2016-08-03 22:34:41 +03:00
Alberyk
af304c93e2 Adding more skrell accessories and neck bandannas (#662)
This: http://forums.aurorastation.org/viewtopic.php?f=18&t=6677
And Araskael spritted the neckerchief bandannas. 
Also, adding cigar cases and cigarettes back as well to the custom loadout.
2016-08-03 22:34:10 +03:00
NanakoAC
40b1cec944 PAI Candidacy Fix (#666)
Fixes #108 
Fixes #661 
Fixes #608
2016-08-03 22:33:44 +03:00
NanakoAC
3979c813ca Fixes #117, Fixes #118, Fixes #667 (#668) 2016-08-03 22:33:06 +03:00
NanakoAC
d38e6d164f Cancelling and Camfix (#670)
Fixes #123 
Resolves #125
2016-08-03 22:32:05 +03:00
NanakoAC
1c4684b47d Event Probabilities Rework (#591)
This was done with three design goals in mind:
1. Making 'interesting' events more common, especially those that have a decent chance to affect the dynamic of a round, as well as making annoying/boring things a bit less common.
2. Giving people stuff to do when a department is overstaffed. All the combat things are more weighted towards security staff, and destructive things more weighted towards engineering. Many other events have had staff requirements removed or reduced
3. Evening out event selections, preventing certain things (like blobs and comms blackout) from being too common, and other things (like spiders, drones and meteors) from being so rare. Severe events especially should have a much more varied selection.
2016-08-03 22:23:00 +03:00
Alberyk
76d2630106 Custom items, second wave. (#656) 2016-08-03 22:07:28 +03:00
NanakoAC
9b02debc8c Fixes #79 (#665) 2016-08-03 03:20:47 +03:00
Alberyk
0e282cf935 Adding ghetto handgun (#659)
datberry had this idea and spritted those.

Pretty much a .45 pistol, with less accuracy and the like.
2016-08-03 03:20:31 +03:00
Alberyk
bec6c772e4 Unathi alcohol changes (#664)
Changed asked by unathi lore-person, Jackboot
2016-08-03 03:20:19 +03:00
NanakoAC
73cc47a04c Mice: Resting and squeaking (#598)
A PR for mice
Adds a resting animation, several new audio files, verbs to use them, and a variety of audio changes.
Also fixes a bug where speech_chance was set to zero while sleeping, but not set back when the mouse wakes up
2016-08-02 23:26:26 +03:00
LordFowl
59233807ee Wizard Item Side-effects (#650)
Resolves #597

rscadd: "Non-wizards using wizard items may experience fun stuff."
tweak: "Mental focus damage level's have returned to old-code, to better compete with Mutate."
bugfix: "Mental focus staff has had its area of effect mode returned."
2016-08-02 22:07:59 +03:00
Bedshaped
f0df1746f8 Bedshaped's Best Bugfixes #1 (#654)
Fixes #505 (again)
Fixes #626 
Fixes #647 
Resolves #509
2016-08-02 21:47:37 +03:00
NanakoAC
eba855d423 Fixes #643 (#649) 2016-08-02 21:46:57 +03:00
Alberyk
83ed43896e Allowing energy weapons and chainswords to slice apart regular walls (#645)
All energy weapons and chainswords can slice apart regular walls, as suggest in the forums, sometime ago.
2016-08-02 21:46:35 +03:00
Alberyk
c9f53b0923 New wishgranter and skeletons (#638)
Adding a reworked wish granter, the old ones still exists, and skeletons as a special species (with plans for the future).
2016-08-02 21:45:57 +03:00
NanakoAC
80f7e49f5e Lighters and Cig Packets (#637)
changes:

rscadd: "Lighters can now fit into cigarette packets."
bugfix: "Lighters will now go out when placed into a container"
2016-08-02 21:43:22 +03:00
NanakoAC
ecf8425a19 Animal Feeding and Hunger (#634)
changes:

rscadd: "Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc"
rscadd: "Animals can now actually consume food instead of nibbling them eternally."
rscadd: "Animals can now be hand-fed by using food on them."
rscadd: "Animals will move more slowly when starving. Examining an animal will show if its hungry."
Basically added a very simple metabolising system for animals, and fixed up various eating/feeding functions. They only metabolise food, any other reagents are just removed and ignored for now, since most chemicals were designed for carbon mobs and often aren't valid
2016-08-02 21:43:03 +03:00
NanakoAC
d1f79a6168 Janitor slot and janicart tweaks (#612)
Adds an extra janitor slot and some mapping work to support it, reworks the janicart a fair bit.

changes:

rscadd: "Increased number of janitor slots to two."
rscadd: "Janitorial carts can now be constructed with metal sheets, and deconstructed with a wrench, welder or plasmacutter if empty."
tweak: "Janicarts now come without a bucket. Click and drag a mop bucket onto a cart to mount it, and you can unmount it from the janicart interface."
tweak: "Placing a mop into a janicart, and pouring containers into the bucket, is now done with alt-click. A leftclick will now always wet the mop, and throw objects into the trashbag, respectively."
rscadd: "Janicarts can now be climbed over like tables - Click and drag your sprite onto it."
tweak: "Custodial closet's Spraycleaner, cleaning grenades, and spare lights, are now inside the janitorial locker instead of on table/floor."
tweak: "Added an extra janitorial locker in the custodial closet."
bugfix: "Fixed the Captain's deluxe soap being unuseable for cleaning"
tweak: "Soap can now clean more tiles when wetted"
tweak: "Soap and rags can now be wetted in buckets, mopbuckets, watertanks and janicarts"
2016-08-02 21:42:48 +03:00
NanakoAC
26b99bfb91 Bombsuit and Specialised Armour Tweaks (#585)
An overhaul of the EOD suit to make it more believable and suitable for purpose, plus a little tweak to riot/bulletproof/ablative suits

rscadd: "Bomb suit and hood are now far more robust, and resistant to all types of damage"
rscadd: "Bomb suits now protect all bodyparts except the hands"
tweak: "Bomb suit slowdown significantly increased"
rscadd: "Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat"
rscadd: "Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light"
tweak: "Bomb suits and bomb hoods are now too large to fit in a backpack"
rscadd: "Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased"
2016-08-02 21:40:28 +03:00
Alberyk
525b3f0864 Adding syndicate cyborgs (#559)
Adding an improved syndicate and a tool that allows people to deploy one, by getting one from the ghost pool.
2016-08-02 21:40:13 +03:00
Alberyk
fef1c0181b Adding the .38 back to the detective locker (#504) 2016-08-02 21:39:45 +03:00
Alberyk
640508c385 Add species restrictions to the breacher suit (#386) 2016-08-02 21:39:24 +03:00
LordFowl
8254478a3f Fixes to Rnd MkII (#653)
Fixes #648
2016-07-31 01:07:58 +03:00
Alberyk
9cf53dfa45 Fixes #642 (#641) 2016-07-26 19:45:47 +03:00
NanakoAC
148afa660b Broken APC Welding (#632)
A quality of life improvement for synthetics mostly - Allows broken APC covers to be removed with a welding tool. Since synthetics generally don't have the luxury of picking up a fire extinguisher to bash it.
2016-07-24 23:55:55 +03:00
NanakoAC
fd345f9fb2 Bot Access (#630)
Added Master access to bot control panels for roboticists and research directors

Also added a return 1 to all bot construction steps, to prevent calling afterattack for the items used on the bot. This fixes a couple runtime errors and prevents more in future. Not included in changelog as this is irrelevant to end-users since they cant see runtime errors
2016-07-24 23:55:39 +03:00
Alberyk
04e7ef4580 Adding unathi snacks (#621)
Kinda of Jackboot's idea, also Araskael sprited those.
2016-07-24 23:55:17 +03:00
Alberyk
32a833fa47 Adding combat modules cyborgs (#617)
This pull will allow cyborgs to select the combat module when it is code red or delta. They come with an energy carbine, flash, plasma cutter, a shield module and one that allows them to go fast.
2016-07-24 23:53:08 +03:00
Alberyk
624e5bfd2f New firesuits sprites and atmos firesuits (#582)
New and better sprites, from old code, for firesuits as a whole and adding atmos firesuits and fire helmets.
2016-07-24 23:51:22 +03:00
NanakoAC
0fbac152d9 APC Description Fix (#581)
Fixes a tiny bug where the description of an APC is duplicated if you examine it at close range. Also fixes a couple typos and grammatical errors
2016-07-24 23:50:41 +03:00
NanakoAC
b7291faccd Voidsuit Naming Fix (#580)
Fixed many little instances where voidsuits were wrongly referred to as hardsuits
2016-07-24 23:50:36 +03:00
skull132
30a250bbfa Fixes Antag-OOC jump link again (#635) 2016-07-24 20:57:38 +03:00
Bedshaped
1aeca11a03 Fixes for some verbs that use command_announcement.Announce (#633)
Fixes:
- "Eldritch Horror, Central Command Internal Affairs Agent, NMSS Odin"
- Someone earlier said it was annoying that the fake CentComm messages sent by MalfAI don't have the same sound as regular CentComm messages, making it easy to tell when it's malf
2016-07-24 20:54:18 +03:00