I had this idea with the other dice stuff, but dismissed it as silly snowcode that would have just lower my odds of getting it commited. Since several people have asked for this functionality in the time since, here it is.
*the dice now all have different colors, to make them easy to tell the difference between them at a glance.
*the d2 has been swapped out for a d00, though you can still create a d2 if someone demands it.
*the generic pill bottle full of dice has been replaced with a proper dice bag.
*actually throwing a die will now cause it to roll until the throw ends, at which point it will state the result of the throw. The old method still works as well.
*most new dice have had their sprites edited to be smaller.
*minor grammer corrections.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Places where the D6 and D20 spawned (the library and perma) now spawn with a dice bottle. Said dice bottles now contains a D2, D4, D8, D10, and D12 in addition to the preexisting D6 and D20 for a richer meta-roleplaying experience.
This also fixes an obscure bug where dice could be generated invisible because their initial value was set to 0.
Additionally this fixes the grammer of dice descriptions, which were not using the singular "die".
Cleaned up the code.
Removed the copy and paste of the PDA medical scanner.
Removed monkey gamemode checks.
Removed the unused PDA detective scanning code.
Syndicate bombs are now structures rather than items. This means they cannot be hidden in lockers and disposals anymore. They also can no longer be used as grenades by crafty traitors.
They now audibly beep as their timer counts down, which is a visible display that can be seen when examined.
The attackby() of flamethrowers can lead to flamethrower_screwdriver() and flamethrower_rods(). Two new procs that handle the creation of a flamethrower.
New object /obj/item/weapon/weldingtool/largetank/cyborg. This new object does nothing on the flamethrower creation procs.
I'm not entirely happy about this.
Runtimes created when trying to apply radiation to a mob destroyed by
monkeyizing, trying to add different components to lists of salvage,
attacking non-carbon mobs with lighters, and blending monkies in the
food processor.
Allows ghosts, seers, and reveal runes to see hidden runes.
Fixes consecutive emps with cameras
Fixes consecutive emps with radios.
Fixed lings not requiring a choke grab.
-Added logging for admins editing objectives
-Added logging for admins adding new antagonists
-Changed the antag role assignment buttons to something more appropriate for the game modes. Will now tell you if someone is loyal (implanted).
-Added a isloyal() proc to check if a mob is loyalty implanted.
-Made the headrev message more noticeable