add: Show your support for the fine arts with these new quirks:
add: Tagger: drawing graffiti takes half as many charges off your spraycan/crayon
add: Photographer: halves the cooldown after taking a picture
add: Musician: tune instruments to temporarily give your music beneficial effects such as clearing minor debuffs and improving mood.
These should be pretty straight forward, musician is especially interesting because you can share tuned instruments with other players, and think it has the potential for some interesting cooperation. For example, as a musician bartender you may decide to hand your tuned instrument to the mime so they can play music and have your customers not stumble around as much while also making them happier!
I don't think there's realistically any balance concerns. Most of the debuffs it clears can already be cleared by drinking tea, they're a pretty rare occurrence in a fight and are usually gone before you have the chance or need to do anything about them. At most helps you walk straight while you're drunk, really.
All these quirks make you start the shift with all the tools of the trade, to make them more worthwhile to take and make the player feel like their quirks are part of their character on a regular basis (ex. a player with the tagger quirk is more likely to make graffiti on a whim, a photographer will always have a camera to take pictures of interesting things etc. whereas they would otherwise have to round up supplies at roundstart every time)
Adds a magical locker staff.
It goes through people, capturing anyone being hit by it and putting them in a welded locker
The locker decays in about 5 minutes, to prevent the hallways flooding too much.
Escape time is only a minute.
Explosions are less effective on people inside
Why: It's a bulky wand, and great if you want people to just fuck off. You can either leave them or do something horrible to them.
The sprites are codersprites, except for the locker, please forgive me
Skateboards are fun but without even considering the bumping hazards they're almost impossible to use on station just because of how unreasonably fast they are.
They're so fast, they couldn't be any faster. Literally! They have no move delay, making them as fast as a vehicle can possibly be.
But if you think you can handle it, you can simply adjust it back to sanic speed. Crashing penalties are unaffected.
I see no reason why they shouldn't fit in backpacks, maybe they used to be strong weapons a while ago but nowadays you can find stronger stuff just laying around that fit in backpacks just fine.
Plenty of items bigger than a skateboard that already fit in backpacks, too. (i.e. instruments)
* Overthrow gamemode, again!
* Fixes objectives even more, especially AI one, removes boss antag subtype
* Fixes and refactors objective code, especially AI
* Expands greeting msg, fixes AI getting storage implant, rewords objectives to make it clear that they're teamshared objectives
* Resets gamemode required players to production values
* Lowered the number of teams existing during highpop
* refactors code a bit, fixes special_report to not use roundstart list, renames converter
* Cannot convert mindshielded people anymore unless you remove the implant
* Changes the Nothing explanation_text of head objective to hint at autoupdating, updates greet()
* Fixes define compile error
This is a shuttle loan event where CentCom asks you to defuse an active
syndicate bomb.
The good part? It pays a lot of dosh.
The bad part? You have a real chance of dying, blowing up the supply shuttle
and tearing a big fukken hole into cargo bay.
Maybe cargo techs will step back for a second and think "is the money really
worth that risk"?
Anywho, I blacklisted syndie bombs from cargo exports (so people can't just
send it back to CentCom) and also moved shuttle loan related items into
shuttle_loan.dm.
* Adds programmable nanites to robotics
* Oh yeah i might want to actually PR the files
* nanite injectors, nanite printer, nanite analyzer
* We're back
* remove some reagent stuff
* more removal
* those too
* cool icons!
* might pass travis now
* lotsa code
* tgui fixes/misc fixes
* WE'RE FUNCTIONAL BOYS
* some ui stuff
* Misc fixes, cloud update, access nanites
* activation check
* stuff
* preparing for new chamber sprite
* Physical backups, sensor nanite programs
* techweb sensor nanites
* fix
* include
* fix again
* revert
* blinding nanites
* minor change
* minor tweaks
* makes minor shocks interfere with nanites
* fix
* split trigger file into the others, for consistency
* cleanup, added mindshield nanites to techwebs
* include n all
* how'd that even happen
* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program
* cost tweaks
* better term
* new icon! by MrDoomBringer
* icons/tweaks
* tgui build
* boards
* fix
* fixes implants not updating mindshield status
* move implant hud to living
* new remote sprite
* scanner sprite
* biotype checks
* some nerfs
* new open chamber sprite
* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors
* correction
* nerfs antistun nanites
* fixes scanners and minor tweaks
* fixes revs with mindshield
* oh yeah haha
* Fixes wonky techweb
* Moves pyro program to weapon node
* Adds defib program and some investigate logging
* mistype
* fix
* fix2
* save your files before committing
* emps can desync from cloud
* pretty outdated
* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.
* UI fix
* more fix
* okay fix for real
* tested and working
* Extra Settings rework, sensor nanites vastly better
* non-unique glitches
* Public chamber, extra settings rework, new sensors, speech program
* Mute and mind control nanites
* mind control into hazard
* better description
* fixes
* fixes relay nanites
* fixes TK access
* mind control costs less
* UI update
* removed pointless code bit
* tgui build
* compiles
* dammit
* paralysis keeps victim upright
* Adds sounds to consoles
* some feedback for some subtle effects
* new chem lore
* Viral nanite customization
* fix
* tgui build
* Added mitosis nanites
* removes glitched nanites from techwebs
* Added flesh eating nanites, poison nanites, hallucination nanites
* ,
* #traviscoding
* Adds memory leak, renames nanite roam node to nanite smart
* Voice sensor + some techweb desc tweaks
* hallucination and Hear() fix
* changes signal registering to the new method
* 75% done, i think
* should be all
* more fix
* more changes
* okay should be fine now
* ninja
* inheritance
* i don't care about originality!
* line endings
* line endings 2
* maybe
* fixes program installation
* new review
* line endings?
* line endings??
* line endings???
* wait do i even use this
* fixes public nanite chamber cloud id
* maint overlay for chambers
* args doesn't work well here
* antiabuse checks
* compile tho
* fixes locked remotes
* disk renaming
* skull echo nanites
* self scan program
* Condenses a lot of sensors into a few generic but customizable versions
* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.
* forgot to save
* empty
* metastation nanite lab
* Removes duplicate APC
* fix for nanite chamber
* Raise max programs
* UI Tweaks, aggr. replication rebalance, minor fixes
* let's not do that again
* Fixes nanites meta merge conflict
* Merge conflict v2
* fuck this HDD is slow
* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.
* Adds virus symptoms that interact with nanites
* Fixes spreading nanites being more infective the more protection the victims have
* Review plus public chamber tweak
* . = ..()
* ball
* cloud
* . = ..()
* always press save all before committing
* missed a couple
Adds the Surgical Processor upgrade for medical cyborgs, available from exosuit
fabricators after 'Cyborg Utilities: Medical' is researched. This upgrade
allows medical cyborgs to scan surgery disks, or copy procedures from an
operating computer. The cyborg can then initiate scanned procedures. Cyborgs
can also now perform surgery steps that have no instrument requirement.
Medical cyborgs were generally unable to perform any advanced surgeries outside
of some specific circumstances. This update allows cyborgs to make use of the
advanced surgeries. Some advanced surgeries have steps that require a hand
without any tools; this update allows cyborgs to perform these steps as well.
Note that surgeries must be obtained through research or a disk somehow before
the cyborgs can scan them.
Figured you should be able to obtain these in-game since they're a pretty nifty
feature and it makes the most sense to give them to the detective so he can
~~spy on people~~ "investigate" better.
* Code to doors.dm for airlocks with unrestricted sides
* Code to airlock_electronics.dm supporting airlocks with unrestricted sides
* Code to door_assembly.dm supporting airlocks with unrestricted sides
* Adding buttons to airlock electronic gui for unrestricted direction access
* Update airlock_electronics.dm
typos in comments are still typos
* Tgui support for arbitrary unrestricted access
* Cleaner way of calling unrestricted_sides()
Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).
* Missed a test variable
* Replaced a block of if statements with get_dir
Re: SpaceManiac
* Simplified XOR operation
Re: SpaceManiac
* Changes order from NESW to NSEW (for get_dir)
Re: SpaceManiac
* Re-built using changes to airlock_electronics.ract
* Added unres overlays, fixes overlay/power actions
Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.
Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.
* Makes overlays respond to power outages
The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.
* Makes the Airlock update overlays when built
Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.
* overlays.dmi -- removing to replace
I can't just edit the code of an image file, can I?
* new overlay file with the four unres indicators
* Set medical doors to use this feature
Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.
* Revert "Set medical doors to use this feature"
This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.
* Updates medi-doors in maps
let's try this again...
* Did this tgui.js get overwritten?
juggling too many testing build folders is hard
* reverting momentarily
* Re-adding tgui.js changes
* pushing tgui.css too
Didn't realize this file also got changed by the script
* rebuilt the tgui.js file
* repushing the unchanged tgui.js again
I hope I'm not email-spamming people with this
* .css too
* Re-applying tgui.js changes
* added mapping helpers
little green arrows that set unres settings on airlocks and then poof
* removal of comments
unneeded code
* Adding helpers to all maps
Removed the var edit, as well
* Changed airlock.dm to use defines
Also removed an unneeded "src" from four lines.
* New .js and .css file to fix RPD issue
Boy I love tgui
* Removing define defines
Didn't know these were coded elsewhere. Neat.
* Mapmerged again, as requested
* Clean up maps
Portals have supported atmospherics linking for a long time, just that it
defaults to off. This would allow admins to let the two things that uses basic
portals (not wormholes) enable it for portals they create.
* Refactor several log lines to use datum_info_line and atom_loc_line
* Add default return strings from datum_info_line and atom_loc_line
* Add parentheses around atom_loc_line data
* Change more logs to use atom_loc_line
* Add check in atom_loc_line for turfs to avoid calling get_turf on them
* Re-add removed 'at'
* Replace datum_info_line with key_name and atom_loc_line with loc_name
* Refactor logging functions
* Avoid double-logging self-interactions
* Fallback to simple stringification if all else fails in key_name()
* Rewrite muscle spasm logging to use log_message
* Standardize logging of martial arts
* Tweak individual logging panel look
* Fix individual logging panel source
* When I typed || I really meant &&
* Fix Telecomms logging always showing client logs in the panel
* Reverts addition of buggy ownership log to panel
* Remove colon
* Fix missing log_directed_talk tag
* Add warning for missing type in log_direted_talk
* Change warnings to stack_traces
* Add square brackets around fallthrough key_name() case to help parsing
* Allow atom arguments/src in log_*() functions
* Change log_combat call with null argument to log_message
* Change mecha types' log_message() arguments to match atom and mob version
* Add key_name() case for atoms
* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it
* Fix log_globally logic
* Add logging for hitting objects with items
* Move log_combat() to atoms.dm
* Use utility functions for object stringification in log_combat()
* Use utility functions for object stringification in log_combat()
* Add missing logs for interacting with display cases
* Rewrite log_combat() comment
* Add missing space in log_combat()
* Add logging for hitting grilles barehanded
* Add missing ..()
I added /wiki manuals for the following:
- Tcomms
- Atmos
- Circuitry
- Toxins
- Medicine/Medbay
- Surgery
- DIY grenades
- Food
Should give new players an easier time since they won't have to tab out to a
browser and search the wiki.
* converts to using key instead of ckey for user facing logs and ui
* more key_name for airlock wires
* futureproofing check for if key changes
* --onlyckeymatch script argument and fail/success counter
* fix
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.