Robotic Transformation's cure simplified so that maybe it'll work now.

Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
bizarre.babel@gmail.com
2011-03-18 16:08:46 +00:00
parent 7bc4a325fd
commit 74b90c6e84
13 changed files with 131 additions and 27 deletions

View File

@@ -530,6 +530,60 @@
icon_state = "dropper[filled]"
return
/obj/item/weapon/reagent_containers/robodropper
name = "Industrial Dropper"
desc = "A larger dropper. Transfers 10 units."
icon = 'chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(1,2,3,4,5,6,7,8,9,10)
volume = 10
var/filled = 0
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if(filled)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food)) //You can inject humans and food but you cant remove the shit.
user << "\red You cannot directly fill this object."
return
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
else
if(!target.is_open_container() && !istype(target,/obj/reagent_dispensers))
user << "\red You cannot directly remove reagents from [target]."
return
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "\blue You fill the dropper with [trans] units of the solution."
filled = 1
icon_state = "dropper[filled]"
return
////////////////////////////////////////////////////////////////////////////////
/// Droppers. END
////////////////////////////////////////////////////////////////////////////////
@@ -1572,6 +1626,16 @@
reagents.add_reagent("nanites", 10)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/roburgerbig
name = "roburger"
desc = "This massive patty looks like poison. Beep."
icon_state = "roburger"
New()
..()
reagents.add_reagent("nanites", 100)
bitesize = 1
/obj/item/weapon/reagent_containers/food/snacks/xenoburger
name = "xenoburger"
desc = "Smells caustic. Tastes like heresy."

View File

@@ -5,8 +5,8 @@
max_stages = 5
spread = "Syringe"
spread_type = SPECIAL
cure = "A tincture of Radium and Copper."
cure_id = list("radium","copper")
cure = "An injection of copper."
cure_id = list("copper")
cure_chance = 5
agent = "R2D2 Nanomachines"
affected_species = list("Human")

View File

@@ -71,7 +71,7 @@ var
enter_allowed = 1
shuttle_frozen = 0
shuttle_left = 0
tinted_weldhelh = 1 //as soon as the thing is sprited, we'll code in the toggle verb, bot for now, it should stay on by default. -errorage
tinted_weldhelh = 0 //as soon as the thing is sprited, we'll code in the toggle verb, bot for now, it should stay on by default. -errorage //Until you have the actual functionality for it, don't set this on by default. You're putting the cart before the horse. --DH
captainMax = 1
engineerMax = 5
@@ -103,6 +103,7 @@ var
cmoMax = 1
mimeMax = 1
sorterMax = 2
borgMax = 2
list/bombers = list( )
list/admin_log = list ( )

View File

@@ -204,6 +204,15 @@
opacity = 0
density = 0
/obj/sign/examroom
desc = "A guidance sign which reads 'EXAM ROOM'"
name = "EXAM"
icon = 'decals.dmi'
icon_state = "examroom"
anchored = 1.0
opacity = 0
density = 0
/obj/sign/vacuum
desc = "A warning sign which reads 'HARD VACUUM AHEAD'"
name = "HARD VACUUM AHEAD"

View File

@@ -22,6 +22,12 @@
icon_state = "glasses"
item_state = "glasses"
/obj/item/clothing/glasses/gglasses
name = "Green Glasses"
desc = "Forest green glasses, like the kind you'd wear when hatching a nasty scheme."
icon_state = "gglasses"
item_state = "gglasses"
/obj/item/clothing/glasses/sunglasses
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes."
name = "Sunglasses"

View File

@@ -92,8 +92,8 @@
/obj/item/clothing/suit/labcoat/mad
name = "The Mad's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "labcoat_cmo"
item_state = "labcoat_cmo"
icon_state = "labgreen"
item_state = "labgreen"
/obj/item/clothing/suit/straight_jacket
name = "straight jacket"

View File

@@ -282,7 +282,7 @@
//The two procs below allow the Chaplain to choose their religion. All it really does is change their bible.
spawn(0)
var/religion_name = "Imperium"
var/new_religion = input(src, "You are the Chaplain. Would you like to change your religion? Default is the Bible.", "Name change", religion_name)
var/new_religion = input(src, "You are the Chaplain. Would you like to change your religion? Default is the Imperial Cult.", "Name change", religion_name)
if ((length(new_religion) == 0) || (new_religion == "Imperium"))
new_religion = religion_name
@@ -330,7 +330,6 @@
src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
if ("Clown")
// src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
src.equip_if_possible(new /obj/item/weapon/storage/backpack/clown (src), slot_back)
src.equip_if_possible(new /obj/item/device/pda/clown(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/under/rank/clown(src), slot_w_uniform)
@@ -363,7 +362,6 @@
src.equip_if_possible(new /obj/item/clothing/shoes/orange(src), slot_shoes)
src.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(src), slot_l_hand)
src.equip_if_possible(new /obj/item/clothing/gloves/yellow(src), slot_gloves)
//src.equip_if_possible(new /obj/item/weapon/crowbar(src), slot_in_backpack) // - commented out, why would you need this when you spawn with a blue toolbox - muskets
src.equip_if_possible(new /obj/item/device/t_scanner(src), slot_r_store)
if ("Shaft Miner")
@@ -413,13 +411,11 @@
src.equip_if_possible(new /obj/item/clothing/head/caphat(src), slot_head)
src.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
// src.equip_if_possible(new /obj/item/weapon/gun/taser_gun(src), slot_belt)
// src.equip_if_possible(new /obj/item/weapon/gun/energy/laser_gun(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/weapon/storage/id_kit(src), slot_in_backpack)
if ("Security Officer")
src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE
// src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
src.equip_if_possible(new /obj/item/weapon/storage/backpack/security (src), slot_back)
src.equip_if_possible(new /obj/item/device/pda/security(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/under/color/red(src), slot_w_uniform)
@@ -436,7 +432,6 @@
if ("Warden")
src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE
// src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
src.equip_if_possible(new /obj/item/weapon/storage/backpack/security (src), slot_back)
src.equip_if_possible(new /obj/item/device/pda/security(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/under/rank/warden(src), slot_w_uniform)
@@ -455,8 +450,6 @@
src.equip_if_possible(new /obj/item/device/pda/toxins(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/under/rank/scientist(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/white(src), slot_shoes)
// src.equip_if_possible(new /obj/item/clothing/suit/bio_suit/scientist(src), slot_wear_suit)
// src.equip_if_possible(new /obj/item/clothing/head/bio_hood/scientist(src), slot_head)
src.equip_if_possible(new /obj/item/clothing/mask/gas(src), slot_wear_mask)
src.equip_if_possible(new /obj/item/weapon/tank/air(src), slot_l_hand)
@@ -485,7 +478,6 @@
src.equip_if_possible(new /obj/item/clothing/head/helmet(src), slot_head)
// src.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
// src.equip_if_possible(new /obj/item/weapon/gun/taser_gun(src), slot_belt)
// src.equip_if_possible(new /obj/item/weapon/gun/energy/laser_gun(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/weapon/storage/id_kit(src), slot_in_backpack)
// src.equip_if_possible(new /obj/item/device/flash(src), slot_l_store)
@@ -495,7 +487,6 @@
src.equip_if_possible(new /obj/item/clothing/under/rank/atmospheric_technician(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
src.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(src), slot_l_hand)
// src.equip_if_possible(new /obj/item/weapon/crowbar(src), slot_in_backpack) // same as with engineers, WHY
if ("Barman")
src.equip_if_possible(new /obj/item/clothing/under/rank/bartender(src), slot_w_uniform)
@@ -519,14 +510,11 @@
src.equip_if_possible(new /obj/item/clothing/under/rank/roboticist(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
src.equip_if_possible(new /obj/item/clothing/suit/labcoat(src), slot_wear_suit) // No longer medical or research, so away it goes! //Same person who took it away has returned it.
// src.equip_if_possible(new /obj/item/weapon/crowbar(src), slot_in_backpack) //another job with toolbox and this
src.equip_if_possible(new /obj/item/clothing/suit/labcoat(src), slot_wear_suit)
src.equip_if_possible(new /obj/item/clothing/gloves/black(src), slot_gloves)
src.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(src), slot_l_hand)
if ("Botanist")
// src.equip_if_possible(new /obj/item/device/radio/headset/headset_med (src), slot_ears)
// src.equip_if_possible(new /obj/item/device/pda/medical(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/under/rank/hydroponics(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
src.equip_if_possible(new /obj/item/clothing/gloves/botanic_leather(src), slot_gloves)
@@ -554,7 +542,6 @@
src.equip_if_possible(new /obj/item/device/pda/quartermaster(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
src.equip_if_possible(new /obj/item/weapon/clipboard(src), slot_l_hand)
//src.equip_if_possible(new /obj/item/clothing/suit/exo_suit(src), slot_wear_suit)
if ("Cargo Technician")
src.equip_if_possible(new /obj/item/device/radio/headset/headset_cargo(src), slot_ears)
@@ -608,6 +595,9 @@
src.equip_if_possible(new /obj/item/clothing/suit/labcoat(src), slot_wear_suit)
src.equip_if_possible(new /obj/item/device/flashlight/pen(src), slot_r_store)
if ("Cyborg")
Robotize()
else
src << "RUH ROH! Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."

View File

@@ -14,7 +14,7 @@ var/list/occupations = list(
"Research Director",
"Chaplain",
"Roboticist",
// "Cyborg","Cyborg","Cyborg" // -- The goons have a good idea with this. Why doesn't the AI start with cyborgs? There's people killing themselves to be cyborgs have the time anyway at round start.
"Cyborg","Cyborg", // --DH
"AI",
"Barman",
"Chef",

View File

@@ -101,11 +101,11 @@
src.modules += new /obj/item/weapon/spacecash(src)
src.modules += new /obj/item/weapon/pen(src)
src.modules += new /obj/item/weapon/paper(src)
src.modules += new /obj/item/weapon/reagent_containers/dropper(src)
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
src.modules += new /obj/item/weapon/tray(src)
src.modules += new /obj/item/weapon/reagent_containers/food/drinks/shaker(src)
src.emag = new /obj/item/weapon/sword(src)
src.emag.name = "Helper's Little Helper"
src.emag = new /obj/item/weapon/reagent_containers/food/snacks/roburgerbig(src)
src.emag.name = "Last Meal"
/obj/item/weapon/robot_module/security/New()

View File

@@ -236,6 +236,8 @@ mob/new_player
AttemptLateSpawn("Mime", mimeMax)
if ("31")
AttemptLateSpawn("Mail Sorter", sorterMax)
if ("32")
AttemptLateSpawn("Cyborg", borgMax)
if(!ready && href_list["preferences"])
preferences.process_link(src, href_list)
@@ -325,7 +327,7 @@ mob/new_player
data_core.security += S
return
// This fxn creates positions for assistants based on existing positions. This could be more elgant.
// This fxn creates positions for assistants based on existing positions. This could be more elegant.
proc/LateChoices()
var/dat = "<html><body>"
dat += "Choose from the following open positions:<br>"
@@ -410,6 +412,8 @@ mob/new_player
dat += "<a href='byond://?src=\ref[src];SelectedJob=29'>Shaft Miner</a><br>"
if (IsJobAvailable("Mail Sorter",sorterMax))
dat += "<a href='byond://?src=\ref[src];SelectedJob=31'>Mail Sorter</a> (BETA)<br>"
if (IsJobAvailable("Cyborg",borgMax))
dat += "<a href='byond://?src=\ref[src];SelectedJob=32'>Cyborg</a><br>"
if (!jobban_isbanned(src,"Assistant"))
dat += "<a href='byond://?src=\ref[src];SelectedJob=18'>Assistant</a><br>"

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@@ -45,6 +45,36 @@ Stuff which is in development and not yet visible to players or just code relate
(is. code improvements for expandability, etc.) should not be listed here. They
should be listed in the changelog upon commit tho. Thanks. -->
<font color='blue'><b>18 March 2011<b></font>
<li><b>Errorage updated:</b>
<ul>
<li><font color='blue'><b>You can now use the <i>me</i> command for emotes! It works the same as <i>say "*custom"</i> set to visible.</b></font></li>
<li><font color='blue'><b>There is now a wave emote.</b></font></li>
<li><font color='blue'><b>Enjoy your tea!</b></font></li>
</ul>
</li>
<li><b>Deeaych updated:</b>
<ul>
<li><font color='blue'><b>The exam room has some extra prominence and features.</b></font></li>
<li><font color='blue'><b>A new costume for the clown or mime to enjoy.</b></font></li>
<li><font color='blue'><b>Service Cyborgs can be picked! Shaker, dropper, tray, pen, paper, and DOSH to show their class off. When emagged, the friendly butler-borg is able to serve up a deadly last meal. </b></font></li>
<li><font color='blue'><b>It should now be possible to spawn as a cyborg at round start. Spawned cyborgs have a lower battery life than created cyborgs and begin the round in the AI Foyer.</b></font></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><font color='blue'><b>Fixed an issue with examining several objects in your hands (such as beakers).</b></font></li>
<li><font color='blue'><b>Fixed bug with random last name being empty in rare cases.</b></font></li>
</ul>
</li>
<li><b>hunterluthi updated:</b>
<ul>
<li><font color='blue'><b>It is now possible to make 3x3 sets of tables.</b></font></li>
<li><font color='blue'><b>Fixed some missplaced grilles/lattices on the port solar.</b></font></li>
<li><font color='blue'><b>There is now a breakroom for the station and atmos engineers. It has everything an intelligent young engineer needs. Namely, Cheesy Honkers and arcade games.</b></font></li>
</ul>
</li>
<br>
<font color='blue'><b>15 March 2011, International Day Against Police Brutality<b></font>
<ul>
<li><b>Errorage updated:</b>
@@ -85,7 +115,7 @@ should be listed in the changelog upon commit tho. Thanks. -->
</li>
</ul>
<font color='blue'><b>6 March 2011, Errorage's birthday<b></font>
<font color='blue'><b>6 March 2011<b></font>
<ul>
<li><b>Neo updated:</b>
<ul>

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@@ -765,5 +765,5 @@
#include "code\WorkInProgress\recycling\scrap.dm"
#include "code\WorkInProgress\recycling\sortingmachinery.dm"
#include "interface\skin.dmf"
#include "maps\tgstation.2.0.4.dmm"
#include "maps\tgstation.2.0.5.dmm"
// END_INCLUDE