Commit Graph

956 Commits

Author SHA1 Message Date
Giacomand 0603a090ad * Optimized how the multitool found AI cameras by using the camera chunks. 2013-07-15 10:12:52 +01:00
Giacomand 3c811c6150 New Uplink Item: The AI detector is a multitool that will turn red when an AI camera is 7 or less tiles away from the multitool. The AI detector will cost 1 TK. 2013-07-15 09:38:45 +01:00
Cael Aislinn e5344a1f94 Merge pull request #914 from Giacomand/health_ana
Updated the health analyser interface to be more usable.
2013-07-13 03:44:06 -07:00
Cael Aislinn 1120f6475c Merge pull request #918 from Aranclanos/MopWaterCheck
Mop cleaning with fuel fix.
2013-07-13 03:39:15 -07:00
Cheridan 41351f27b0 Merge pull request #947 from Incoming5643/dice
Adds additional new dice
2013-07-12 19:39:08 -07:00
Cheridan 76ecdc817d Merge pull request #892 from Aranclanos/Grenades
Grenades: small standardization and mob sprite updates.
2013-07-12 00:51:03 -07:00
Cheridan e27d004050 Merge pull request #906 from Giacomand/blueprint_fix
Blueprint areas will now have dynamic lighting.
2013-07-12 00:23:18 -07:00
Cheridan 5687bf3c65 Merge pull request #935 from Giacomand/radio_drag
You can now drag your radio to you to open the interface.
2013-07-12 00:04:55 -07:00
Incoming 67ee2fd661 tweaks to the dice:
*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.
2013-07-11 17:31:59 -04:00
Giacomand 3471ee8404 Updated the message you get after trying to analyze the floor. 2013-07-10 07:09:05 +01:00
Giacomand 33e8976274 Removed the nuke code. You cannot nuke the station anymore.
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
2013-07-10 01:49:06 +01:00
Incoming 4fe39dd49b Adds additional dice!
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".
2013-07-09 19:31:01 -04:00
Giacomand 076261336c You can now drag your radio to you to open the interface. 2013-07-07 23:49:45 +01:00
Giacomand 0396077d83 Merge pull request #878 from Ikarrus/kaboom
Syndicate Bomb Tweaks
2013-07-05 06:07:44 -07:00
Giacomand 77357d153e Merge pull request #876 from Aranclanos/LightingCigarsOnPacket
Cigarette packet attack() on mobs fix.
2013-07-05 06:04:22 -07:00
Aranclanos 6294888222 The mop will now check for water to clean the floor. This will stop people from cleaning the floor with fuel, avoiding the slippery floors. 2013-07-04 12:07:02 -03:00
Giacomand 2496684ff2 Burns to Burn, to be more consistent. 2013-07-04 13:36:05 +01:00
Giacomand ce0b115b5d Updated the health analyser interface to be more usable.
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.
2013-07-04 13:31:06 +01:00
Giacomand 1dacc17070 Blueprint areas will now have dynamic lighting. 2013-07-03 21:08:50 +01:00
Aranclanos 4fb864ed1b Made a new proc for grenades, update_mob(), it will be called in all the different prime() procs. This will drop the grenade of a mob and update his sprite, using the proper inventory proc. It will be only triggered if the loc is a mob.
Standardized all the grenades files.
2013-07-01 02:08:20 -03:00
Giacomand 54669a8f38 Merge pull request #853 from Aranclanos/EngiborgFlamethrowers
Engiborg flamethrower/welder fix.
2013-06-28 04:43:16 -07:00
ikarrus a28537116c Syndicate Bomb Tweaks
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.
2013-06-27 22:05:03 -06:00
Aranclanos dae4d37ebe The attack() of cigarette packets is now updated to the storage procs and stuff. It will pick the first object of the contents instead of creating a new cigarette and generating issues. 2013-06-27 23:34:46 -03:00
Aranclanos b09e81276c Fixes engiborgs deleting their own welder by creating a flamethrower.
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.
2013-06-24 04:34:49 -03:00
AlexanderUlanH 62110ccc12 Fixes various runtimes
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.
2013-06-22 17:35:29 +01:00
Cael_Aislinn 8aec1fffa1 added additional checks to pda/proc/can_use, added additional calls to can_use in pda.dm where appropriate
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-06-21 12:27:13 +10:00
Cheridan 5a83f85c83 Merge pull request #804 from Ikarrus/tplog
Traitor Panel Improvements
2013-06-19 21:08:14 -07:00
Giacomand 35ad4210d4 Merge pull request #682 from Petethegoat/taperecorder
Updated Taperecorders
2013-06-19 15:39:12 -07:00
KazeEspada daf6d202b9 Merge pull request #756 from AlexanderUlanH/master
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.
2013-06-19 15:04:28 -07:00
Pete Goodfellow aaa70a994b Added slot_flags = SLOT_BELT 2013-06-19 17:11:04 +01:00
Pete Goodfellow 972a5cdc50 Merge branch 'master' of github.com:tgstation/-tg-station into taperecorder
Conflicts:
	icons/obj/device.dmi
	tgstation.dme
2013-06-19 17:05:47 +01:00
Cheridan 7104d14141 Merge pull request #801 from Ikarrus/bomblog
Improved logging of syndicate bombs and grenades
2013-06-18 18:10:18 -07:00
Ikarrus 26becb3937 Traitor Panel Improvements
-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
2013-06-17 22:39:32 -06:00
Ikarrus 1518d285e7 Standardized spelling of all instances of "Centcom"
Centcomm/CentComm -> Centcom
centcomm -> centcom
2013-06-17 20:49:01 -06:00
Ikarrus 2f92f67ae6 Improved logging of syndicate bombs and grenades 2013-06-17 20:42:20 -06:00
Pete Goodfellow 3365e92eb0 Removed unintended changes 2013-06-15 19:09:22 +01:00
Pete Goodfellow c7c3bd48de Merge branch 'master' of github.com:tgstation/-tg-station into assemblyfun
Conflicts:
	code/game/objects/items/weapons/grenades/chem_grenade.dm
	html/changelog.html
2013-06-15 18:58:11 +01:00
AlexanderUlanH 6c478acf50 Updates radios to use the fixed camera EMP logic
Allows multiple EMP's on the same radio to extend the duration normally.
2013-06-12 10:21:18 -03:00
Cael Aislinn cc66ec46db Merge pull request #552 from dumpdavidson/monkeyize
Monkey - Human transformation
2013-06-10 02:27:52 -07:00
dumpdavidson 87a28b67e0 Merge remote-tracking branch 'remotes/origin/master' into monkeyize 2013-06-10 10:54:09 +02:00
Cael Aislinn bfe509a345 Merge pull request #734 from Incoming5643/syndibombs
Adds the Syndicate Minibomb and Syndicate Bomb to traitor PDAs
2013-06-09 12:11:16 -07:00
Cheridan b817a79836 You can no longer create batons with functionally infinite charge, by first rigging the cell and then hitting someone to blow it up.
golly
2013-06-08 20:58:07 -05:00
Cael Aislinn 2febaa4da9 Merge pull request #712 from dumpdavidson/EMP_radios
Radios more vulnerable to EMP (Issue #711)
2013-06-08 17:53:34 -07:00
Cael Aislinn 6531edd757 Merge pull request #576 from SuperSayu/camerabug
Fixes 'Camera Bug' item and makes it a viable tool.
2013-06-08 17:43:18 -07:00
incoming 3cfc4c6203 *Fixed a few errors in the sprites and gave the syndicate bomb unique inhands (thanks again to teh_wolf)
*Added isliving and in_range checks to settings() so you couldn't open the dialog boxes, run across the station, then prime the bomb from there
*Default timer setting has been raised to 60 seconds, minimum timer setting has been raised to 30 seconds
2013-06-08 13:47:17 -04:00
incoming f4f743e0a9 Adds the Syndicate Minibomb and Syndicate Bomb to traitor PDAs
The minibomb is based on grenade code with a blast radius of 1,2,4 and is found in syndieminibomb.dm. This is the same power as the default tank transfer bombs spawned on the syndicate shuttle.
It features new sprites by teh_wolf and existing inhands (the default grenade) and is a tiny item.
As a result of introducing an explosive grenade, grenade priming are now logged.
Its crystal cost has tentatively been set at 3.
---
The Syndicate Bomb is all new code contained in explosives.dm with additional wires code at syndicatebomb.dm. It does not make use of any tank transfer valve or grenade code.
The bomb has a blast radius of 2,5,11. This is the same power as the tank transfer bombs in the syndicate shuttle if they are boosted with oxygen.
It features new sprites by teh_wolf and existing inhands (currently using “electronic”) and is a bulky item.
The bomb is set by touching it in your hand or touching it on the ground if it has been wrenched down, allowing first to set a timer (min 10 seconds) and then giving an option to start the countdown. When the bomb is activated it states so to everyone within sight of it, giving a time to detonation in the process.
The bomb can optionally be wrenched to solid ground to foil would be spacers. When the bomb is set to countdown the bolts lock in, and cannot be removed by wrench alone.
The bomb includes a robust wires system for pulse pounding defusal attempts. Once a bomb starts ticking using the wires is the only way to stop it (it is not immune to del of course, but is unacidable).
The wires are as follows:
*Boom: Will detonate the bomb if cut/pulsed while the bomb is live, but will defuse the bomb on cut when it's not timing. Mending this wire is the only way to make a defused bomb potent again.
*Unbolt:  If the bomb has been locked to the floor cutting this will free it. Pulsing will hint at its function
*Delay:  Adds time (+10) to the timer when pulsed (it does not matter if the bomb is live or not). No function on cut.
*Proceed: Lowers the time when pulsed. If the timer is above 60 it will set it to 60, if it’s between 60 and 21 it will reduce the timer by 10, if it’s between 20 and 11 it will set the timer to 10. This will detonate the bomb when cut if it's timing. Note that this makes randomly cutting more dangerous than pulsing as there’s twice the number of wires that will explode.
*Activate: This will activate the timer if pulsed when the bomb is not timing, or will stop and defuse the bomb if it's cut while it IS timing. Pulsing it on an active bomb will hint at its function and add a little time (+5).
All syndicate bomb primings are logged.
Its crystal cost has tentatively been set at 5.
---
Misc
The “screwed” traitor uplink kit has had its tank transfer bombs replaced with one of each of these two bombs.
2013-06-07 21:39:56 -04:00
dumpdavidson 9fffa15f8f - Replaced EMP frequency scrambling with a 20 seconds forced shutoff
- Made headsets have a 'power button' (toggles listening) and disallowed them from broadcasting with listening = 0.
2013-06-07 16:30:03 +02:00
supersayu 5a385a1159 Final? values for camerabug expansion item types
There wasn't much feedback, so I just threw together something acceptable, not being able to think of anything particularly clever.
- Universal bug: atmos analyzer or subspace analyzer
- Sabotage bug: Igniter, infrared tripwire thing, or subspace amplifier
- Network bug: Radio, signaler, or subspace transmitter
- Advanced bug: Detective scanner, pAI card, or scanning module stock part
2013-06-06 20:14:06 -04:00
dumpdavidson 9ed31bf0d9 - If they are turned on, radios inform the person they are on if they overload due to an EMP. 2013-06-06 19:46:16 +02:00
dumpdavidson c5ce541e96 Makes radios more vulnerable to EMP:
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>
2013-06-04 02:27:29 +02:00