AIs can now open and close fire doors if they are powered and unwelded.
This is done so the AI could more freely manipulate the doors without needing to use a fire alarm each time. It would let them seal off areas without triggering the annoying alarm, and also let them close firedoors that one guy with a crowbar opened up.
-Added traitor_scaling_coeff and changeling_scaling_coeff to server configuration files, allowing server operators to adjust the values to their preference.
-Updated changelog
Department channels that are turned off now cannot be broadcasted into.
EMPs will now shift the frequency of a radio a bit.
This is supposed to make EMP a viable option for a traitors or nuke agents that are looking to take someone out without the entire station knowing about it.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
-Flashbulbs can be removed using wirecutters and replaced with a working flash
-Portable flashers now appear disabled when not anchored, if there is no flashbulb, or if the flashbulb is broken
-Updated changelog
The build process is much the same, except they require an igniter-X assembly instead of a single assembly item. You can also just use a cable coil to get regular grenade behaviour.
Updated the changelog.
-Cyborg RCD cost increased from unit*30 to unit*160
With a standard 15k power cell, you can still build:
93 floors
31 walls
18 deconstructions
9 airlock operations
-Reduced cyborg health from 300 to 200
-Cyborgs with less than 100 health can not use any modules, but can still move, speak, and wirelessly interact with machines
-Engineering cyborgs can now use metal rods
-Updated changelog
-Shards cut your hand if you try to attack with one and you are not wearing any gloves.
-Adds a sound to attacking grilles with shards.
-Changed the randomized force into throwforce.
Should be less favourable to break down grilles with shards now.
This pull request adds the box of medals to the map (Captain's Office), as well as updating the changelog.html
Also includes minor string and sprite fixes.
-Removed head jumpsuits from the steal objectives list, as they were hardly taken seriously.
-Added Medal of Captaincy to list of steal objectives
-Readded Nuke Disk to list of special steal objectives. I've tested it and it DOES work.
-Grammar fix for special steal objectives
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.
DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.
DNA strings can be spliced together using merge_text().
e.g. string 1: "Hello World"
string 2: "Seeya______"
result: "Seeya World"
This isn't used except for admin-spawnable SE injectors at the moment.
r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.
Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.
Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()
var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.
DNA modifier console has almost all controls on one screen.
UIs and UEs can be injected separately (appearance and name, respectively)
dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)
Every block of SEs are in randomised positions.
Disabled automatic logging of world.log, as it produced undesirable behaviour.
Mr Muggles and God Emperor of Mankind disks removed.
Floor() removed. (it was completely uneccesary, that is what round() is).
Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)
Tanning removed from beaches (again)
Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().
Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>