* Upgrading RPG loot items modifies their name accordingly
- the greater crowbar of many tales +2
- use item fortification scroll
- the greater crowbar of many tales +3
- Once the RPG loot event fires, a global is set which means all new
items will have rpg_loot datums attached to them.
Otherwise, everything functions the same. Item fortification scrolls are
only spawned when the event fires.
Using an admin spawned item fortification scroll on a non-rpg looted
item works, it'll grant that item only a RPG datum.
Made a /unlimited upgrade scroll if admins feel like buffing an item.
* Scroll
* Scroll, <i> nix
* Fixes vaporising items, negative quality
* Fixes runtime when upgrading non-rpg item
* Static lists
* Muh spelling
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* Initial burst of languages
* Scratchings of beginnings
* Code review I
* Compilation!
* You can now understand your own speech
* Fixes whispering
* Gets typecaches working again
* Remie's `PASS`ing
* Back to pass() to stop the compiler whining
* Why can't drones check their languages
* Everyone speaks how they should
* Removes world string debug stuff
* Currently failing to massage radio code into working
* The radio transmits the languages!
* ,0 to talk common
* Replaces speech wheel with language menu
* Observers can speak all languages
* pAIs now speak languages FOREVER
* New action button for language menu
* pAIs have an action button to open their language menu
* AIs can talk and all that
* AIs have a language menu button
* Fixes supermatter making strange noises
* Fixes AI holopads
* Fixes request consoles
* Fixes bots making strange sounds
* Meaningless MMI change
* Some caching of datums
* Brains in MMIs speak common
* Ratvarian AIs can only speak Ratvarian
* Tables can speak common, apparently
* Removes var in args
* Fixes the (AI Eye) problem
Thanks to Shadowmobile for their help with this one.
* Fixes tape recorders
* Fixes humans being able to speak in languages they did not know
* Adds some new posibrain names
Honk.
* The voice analyzer replies in the language you spoke to it
* Gives swarmers only swarmer language
* `initial_languages` var.
* OMNITONGUE, clockwork restrictions
* Fixes barmaid and bardrone language abilities
* Code review I
* Omnitongue correction
* Code review II
* Removes force_compose var
Pyroclastic anomalies make player-controlled adult slimes.
Tweaks announcement/spawn of anomalies some. Flux anomalies are super dangerous and are now announced ahead of time, and pyroclastic anomalies are somewhat less devastating so they're given some time before announcing, like gravitational ones.
* Mob Initialization
* new_player Repath
* Fix the dme
* Fix the shit
* Fix a loc
* Fix another loc
* But, in my haste, I forgot the cola!
* Another loc
* ANOTHER LOC
* Further docs
* Where'd that s come from
* Fix shit
* Better
* Generates messages when xeno eggs are delivered
🆑 coiax
add: The egg spawner on Metastation will generate a station message and
inform the admins if an egg is spawned. (It's only a two percent chance,
but live in hope.)
/🆑
Metastation has a 2% egg spawner. If it picks the xeno egg, it does so
silently, telling no one. Now it informs the station and also admins and
the game log.
To reiterate, this behaviour is already in the map, I'm just generating
logging and messages. If admins want to simulate this, they can spawn a
`/obj/effect/spawner/xeno_egg_delivery` in any location they like.
* Xeno delivery makes a command report instead
I also refactored command report to avoid the duplication of the SECRET
COMMAND REPORT announcement.
* Devils made via event can no longer ascend.
Admins can control whether or not a devil may ascend via traitor panel.
* Adds logging
* Fixes#21326, Fixes#21321
* Fixes compile error, removes dead code.
* Moves logging to where it's supposed to be.
* Arch devils can now destroy walls with pitchfork.
* Fixes compile error.
* Summon dancefloor can't be used to break down walls.
* Improves disco floor wall check
* Fixes traitor panel for devils.
* refactors human attack_hand
* Fixes compile error
* Devils now respawn with clothes.
* Wizards can now Summon Ghosts
🆑 coiax
add: Wizards can now use their magic to make ghosts visible to haunt
the crew, and possibly attempt to betray the wizard.
/🆑
- Summon Ghosts, makes ghosts visible for the rest of the round.
- Modifies the Summon Events G-g-ghosts! event to also use the same
mechanism of making all ghosts visible.
- New global var `observer_default_invisibility`, which all ghosts load
their invisibility from when created. You need this because ghosts get
destroyed and created every time you exit and reenter a body. Modified
the spectral sword to use this, instead of initial().
- Pros for wizards to summon ghosts: It's spooky, and distracts the
crew, they get to see the ghosts come out of the dead people they just
murdered.
- Downsides of wizards to summon ghosts: They'll be always obvious when
etheraling around, they can't really stealth, ghosts will do their best
to upset the wizard's plans.
- If you were playing to WIN as a wizard, you probably wouldn't summon
ghosts. But you wouldn't summon guns or magic either.
* Makes it buyable
* Ion storm improvements
Ion storms have several new additions:
25% chance to flatly replace the AI's core lawset with something random in the config. Suddenly the AI is Corporate, deal w/ it.
10% chance to delete one of the AI's core or supplied laws. Hope you treated the AI well without its precious law 1 to protect your sorry ass.
10% chance that, instead of adding a random law, it will instead replace one of the AI's existing core or supplied laws with the ion law. Otherwise, it adds the generated law as normal. There's still a 100% chance of getting a generated ion law.
All of these stack so you could wind up going from Asimov to Paladin w/o the first law and w/ the last law replaced with THE SHUTTLE CANNOT BE CALLED DUE TO FIVE NINJAS. All the values are easy to tweak if you guys want them higher or lower or whatever.
Custom admin-sent and other fake ion storms (devils) will just add the law and have no chance of doing any of the bonus stuff.
Removed the admin verb to send an ion storm since you can just use the events panel.
Cleaned up some of the law-adding backend. Hopefully there's no double showing of the AI's laws after a lawchange as a result of this.
* Everyday I'm shufflin'
* Ports paradise error handler, with in game runtime viewer!
* Changes to the old runtime error and removes inerror reference
* Oops
* Adds a wrapper for world.log so it displays both in the runtime diary and in DD window