Commit Graph

25 Commits

Author SHA1 Message Date
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
kingofkosmos
c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Incoming
69e8fc2eb1 Antags with escape alone can win jointly with other antagonists, it only matters that normies are kept off.
Non-antagonists can be brought on a shuttle without endangering an escape alone victory provided they're kept locked in the brig.

Escaping to syndicate space abord the nuke op shuttle is now a valid way to escape in terms of objectives.
2015-05-29 19:02:52 -04:00
Incoming
fe1b9088d4 Fixes an edge case in malf where mulligan could incorrectly determine that there were never any antags because the malf AI died by gibbing
Resolves a similar sort of deal in monkey

Note to self: if a mode has a hard return in the child before ..() you NEED to be sure continuous_sanity_checked is handled in the child.

Note to future self: remove all hard returns in child modes, they are shit and cause all the mulligan bugs
2015-05-22 00:33:52 -04:00
Cheridan
98e63e0943 Merge pull request #9364 from Incoming5643/PleasePlaySecurity
Players who enjoy loyalty implanted jobs now get fair antagonist rolls in all modes
2015-05-08 12:39:14 -05:00
Incoming
23cc8c7db0 All modes now choose their antagonists before they choose jobs. A new mind attached list, restricted_roles, will keep incompatible jobs out of rotation.
Players who would otherwise qualify to play as an implanted job will spawn as the most wanted not implanted job they qualify for if they are an onstation antagonist. If they don't qualify for any job in this way depending on preferences they will either spawn as an assistant or a random job (which also makes sure they don't end up in an incompatible job).

Note this doesn't impact late join antagonists or mulligan antagonists. Roundstart only.
2015-05-05 23:29:03 -04:00
Incoming
66c4b59099 Fixes about half a dozen runtimes related to monkey mode:
Fixes monkeys not getting a special role when made with jungle fever because of a runtime

Fixes check_monkey_victory runtiming and always defaulting to "the monkeys won!"

Adds a check for monkey modes that end on station because all the monkeys died and continuous is off (it is by default off)

Fixes a runtime relating to trying to change a monkey's mutantrace (don't do this)

Adds a check to not end the round if all the monkeys died but there are still people waiting to become monkeys because they got bit.

Maybe some other tiny monkey fixes I'm not even sure at this point I wasted a sunday night fixing monkey mode problems
2015-05-03 23:58:16 -04:00
phil235
29609457f5 Makes the message when you're attacked slightly bigger for better visibility."
Changes two "for... show_message()" into "visible_message()".
2015-03-12 23:15:54 +01:00
carnie
e7b105488d Resolves #6923 - Mistake made during merging meant that some gamemode objectives were using hardcoded area-type-lists for checking objective completion. (This is why allow/disallow lists are dumb) 2015-01-10 03:57:02 +00:00
Remie Richards
fa184f5487 Cuts /disease variables from 28 to 23 (includes new ones)
a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
2014-10-30 06:21:14 +00:00
Remie Richards
be6c8c54d1 Reverts Antag selection happening before job selection 2014-10-09 22:57:19 +01:00
Remie Richards
7c96b0aa95 Merge branch 'master' of https://github.com/tgstation/-tg-station into TraitorBeforeJobs
Conflicts:
	code/datums/mind.dm
	code/game/jobs/job_controller.dm
2014-09-17 23:11:39 +01:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Robson Richards
e704c9738e Reworks Gamemode/Job interaction a bit 2014-08-20 18:25:53 +01:00
Robson Richards
27df7c15b5 Adds assigned_role = "MODE" to the new pre_setup_before_jobs modes. 2014-08-20 17:37:16 +01:00
Robson Richards
4df356e5d2 All pre_setup_before_jobs = 0 gamemodes changed to pre_setup_before_jobs = 1 2014-08-20 17:20:20 +01:00
AndroidSFV
629d3a3edc Moved intercept to the parent post_setup 2014-07-29 14:56:48 -05:00
AndroidSFV
87d5ce33c4 Give the monkey mode an intercept, because the lack of it is meta~ 2014-07-28 12:30:31 -05:00
Cheridan
ac94829dbe Update monkey.dm
2 people monkey rounds are the best
2014-07-15 18:13:41 -05:00
Cheridan
7aebca9d01 fixes the colon 'issue' by making the code worse
thanks obama
2014-07-15 14:30:33 -05:00
Cheridan
3612a9a8a0 MONKEY MODE: "IT ACTUALLY WORKS" EDITION
Probability support for monkey mode.
Player config support for monkey mode.
Check Antags support for monkey mode.
2014-07-08 22:55:47 -05:00
Cheridan
352d5a5627 MONKEY MODE REDUX
AHUAHEUAHUHEGUEHGAUHEGUAEH

monkeys will now possibly transfer all diseases on bite because that's how diseases kinda work
2014-06-14 21:30:25 -05:00
mport2004@gmail.com
706ad091cd The AI/bots now leave hidden fingerprints on things they touch.
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 23:16:47 +00:00
panurgomatic
4a130fb878 - Disease fixes
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@354 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-26 14:07:08 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00