Object Spell System v1.0

It is now fully implemented, though I might continue work on it (especially with all the bugs no doubt present in the code). To turn on wizards spawning with an spellbook that gives object spells as opposed to verb spells, uncomment the FEATURE_OBJECT_SPELL_SYSTEM line in config.txt
For the end user, the vanilla (without spell var editing) wizard, the only two differences are having to click spells to use them (not being able to right-click stuff and cast spells that way or type them in the command line) and having a nice little countdown for a spell's recharge time.
 Changelog
It is now less horribly blue on white and more nicely black on white.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1381 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
uporotiy
2011-04-05 20:34:41 +00:00
parent 6fb2e86a5c
commit be85fc280d
21 changed files with 445 additions and 351 deletions

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@@ -23,6 +23,7 @@
var/vote_no_dead = 0 // dead people can't vote (tbi)
var/enable_authentication = 0 // goon authentication
var/del_new_on_log = 1 // del's new players if they log before they spawn in
var/feature_object_spell_system = 0 //spawns a spellbook which gives object-type spells instead of verb-type spells for the wizard
var/list/mode_names = list()
var/list/modes = list() // allowed modes
@@ -174,6 +175,9 @@
if ("dont_del_newmob")
config.del_new_on_log = 0
if ("feature_object_spell_system")
config.feature_object_spell_system = 1
if ("probability")
var/prob_pos = findtext(value, " ")
var/prob_name = null

View File

@@ -1,29 +1,40 @@
var/list/spells = list(/obj/spell/blind,/obj/spell/blink,/obj/spell/conjure,/obj/spell/disintegrate,/obj/spell/ethereal_jaunt,/obj/spell/fireball,/obj/spell/forcewall,/obj/spell/knock,/obj/spell/magic_missile,/obj/spell/mutate,/obj/spell/teleport) //needed for the badmin verb for now
var/list/spells = list(/obj/spell/blind,/obj/spell/blink,/obj/spell/conjure,/obj/spell/disable_tech,/obj/spell/disintegrate,/obj/spell/ethereal_jaunt,/obj/spell/fireball,/obj/spell/forcewall,/obj/spell/knock,/obj/spell/magic_missile,/obj/spell/mind_transfer,/obj/spell/mutate,/obj/spell/smoke,/obj/spell/teleport) //needed for the badmin verb for now
/obj/spell
name = "Spell"
desc = "A wizard spell"
var/school = "evocation" //not relevant at now, but may be important later if there are changes to how spells work. the ones I used for now will probably be changed... maybe spell presets? lacking flexibility but with some other benefit?
var/recharge = 100 //recharge time in deciseconds
var/charge_type = "recharge" //can be recharge or charges, see charge_max and charge_counter descriptions
var/charge_max = 100 //recharge time in deciseconds if charge_type = "recharge" or starting charges if charge_type = "charges"
var/charge_counter = 0 //can only cast spells if it equals recharge, ++ each decisecond if charge_type = "recharge" or -- each cast if charge_type = "charges"
var/clothes_req = 1 //see if it requires clothes
var/stat_allowed = 0 //see if it requires being conscious
var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
var/invocation_type = "none" //can be none, whisper and shout
var/range = 7 //the range of the spell
var/cast = 0 //the only way I could think of making it temporarily disable
var/message = "derp herp" //whatever it says to the guy affected by it. not always needed
/obj/spell/proc/cast_check() //checks if the spell can be cast based on its settings, plus handles chanting and recharge
/obj/spell/proc/cast_check() //checks if the spell can be cast based on its settings
if(!(src in usr.spell_list))
usr << "\red You shouldn't have this spell! Something's wrong."
return 0
if(cast)
usr << "[name] is still recharging."
return 0
switch(charge_type)
if("recharge")
if(charge_counter != charge_max)
usr << "[name] is still recharging."
return 0
if("charges")
if(!charge_counter)
usr << "[name] has no charges left."
return 0
if(usr.stat && !stat_allowed)
usr << "Not when you're incapacitated."
return 0
if(clothes_req) //clothes check
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe))
usr << "I don't feel strong enough without my robe."
@@ -37,14 +48,7 @@ var/list/spells = list(/obj/spell/blind,/obj/spell/blink,/obj/spell/conjure,/obj
return 1
/obj/spell/proc/invocation() //spelling the spell out and setting it on recharge
src.cast = 1
var/old_name = src.name
src.name += " (cast)"
spawn(recharge)
src.cast = 0
src.name = old_name
/obj/spell/proc/invocation() //spelling the spell out and setting it on recharge/reducing charges amount
switch(invocation_type)
if("shout")
@@ -54,4 +58,20 @@ var/list/spells = list(/obj/spell/blind,/obj/spell/blink,/obj/spell/conjure,/obj
else
playsound(usr.loc, pick('vs_chant_conj_hf.wav','vs_chant_conj_lf.wav','vs_chant_ench_hf.wav','vs_chant_ench_lf.wav','vs_chant_evoc_hf.wav','vs_chant_evoc_lf.wav','vs_chant_illu_hf.wav','vs_chant_illu_lf.wav','vs_chant_necr_hf.wav','vs_chant_necr_lf.wav'), 100, 1)
if("whisper")
usr.whisper(invocation)
usr.whisper(invocation)
switch(charge_type)
if("recharge")
charge_counter = 0
spawn(0)
while(charge_counter < charge_max)
sleep(1)
charge_counter++
if("charges")
charge_counter--
/obj/spell/New()
..()
charge_counter = charge_max

View File

@@ -3,7 +3,7 @@
desc = "This spell temporarly blinds a single person and does not require wizard garb."
school = "transmutation"
recharge = 300
charge_max = 300
clothes_req = 0
invocation = "STI KALY"
invocation_type = "whisper"
@@ -21,6 +21,9 @@
var/mob/M = input("Choose whom to blind", "ABRAKADABRA") as mob in oview(usr,range)
if(!M)
return
invocation()
var/obj/overlay/B = new /obj/overlay( M.loc )

View File

@@ -3,7 +3,7 @@
desc = "This spell randomly teleports you a short distance."
school = "abjuration"
recharge = 20
charge_max = 20
clothes_req = 1
invocation = "none"
invocation_type = "none"
@@ -25,6 +25,9 @@
else
M = usr
if(!M)
return
invocation()
var/list/turfs = new/list()

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@@ -1 +0,0 @@
//gotta test the framework in its fullest first, since it messes with it

View File

@@ -3,7 +3,7 @@
desc = "This spell conjures an elite carp."
school = "conjuration"
recharge = 1200
charge_max = 1200
clothes_req = 1
invocation = "NOUK FHUNMM SACP RISSKA"
invocation_type = "shout"

View File

@@ -1,8 +1,8 @@
/obj/spell/disable_tech
name = "Disable Tech"
desc = "This spell disables all weapons, cameras and most other technology in range and doesn't require wizard garb."
recharge = 400
clothes_req = 0
charge_max = 400
clothes_req = 1
invocation = "NEC CANTIO"
invocation_type = "whisper"
range = 7

View File

@@ -3,7 +3,7 @@
desc = "This spell instantly kills somebody adjacent to you with the vilest of magick."
school = "evocation"
recharge = 600
charge_max = 600
clothes_req = 1
invocation = "EI NATH"
invocation_type = "shout"
@@ -21,6 +21,9 @@
var/mob/M = input("Choose whom to [kill_type]", "ABRAKADABRA") as mob in oview(usr,range)
if(!M)
return
invocation()
if(sparks_spread)

View File

@@ -3,7 +3,7 @@
desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
school = "transmutation"
recharge = 300
charge_max = 300
clothes_req = 1
invocation = "none"
invocation_type = "none"
@@ -23,6 +23,9 @@
else
M = usr
if(!M)
return
invocation()
spawn(0)

View File

@@ -3,7 +3,7 @@
desc = "This spell fires a fireball at a target and does not require wizard garb."
school = "evocation"
recharge = 200
charge_max = 200
clothes_req = 0
invocation = "ONI SOMA"
invocation_type = "shout"
@@ -21,7 +21,10 @@
if(!cast_check())
return
var/mob/M = input("Choose whom to fireball", "ABRAKADABRA") as mob|obj|turf in oview(usr,range)
var/mob/M = input("Choose whom to fireball", "ABRAKADABRA") as mob in oview(usr,range)
if(!M)
return
invocation()

View File

@@ -3,7 +3,7 @@
desc = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
school = "transmutation"
recharge = 100
charge_max = 100
clothes_req = 0
invocation = "TARCOL MINTI ZHERI"
invocation_type = "whisper"

View File

@@ -3,7 +3,7 @@
desc = "This spell opens nearby doors and does not require wizard garb."
school = "transmutation"
recharge = 100
charge_max = 100
clothes_req = 0
invocation = "AULIE OXIN FIERA"
invocation_type = "whisper"

View File

@@ -1,9 +1,9 @@
/obj/spell/magic_missile
name = "Magic missile"
name = "Magic Missile"
desc = "This spell fires several, slow moving, magic projectiles at nearby targets."
school = "evocation"
recharge = 100
charge_max = 100
clothes_req = 1
invocation = "FORTI GY AMA"
invocation_type = "shout"

View File

@@ -3,7 +3,7 @@
desc = "This spell causes you to turn into a hulk and gain telekinesis for a short while."
school = "transmutation"
recharge = 400
charge_max = 400
clothes_req = 1
invocation = "BIRUZ BENNAR"
invocation_type = "shout"
@@ -25,6 +25,9 @@
else
M = usr
if(!M)
return
invocation()
M << text("[message]")

View File

@@ -3,7 +3,7 @@
desc = "This spell teleports you to a type of area of your selection."
school = "abjuration"
recharge = 600
charge_max = 600
clothes_req = 1
invocation = "SCYAR NILA"
invocation_type = "none" //hardcoded into the spell due to its specifics
@@ -23,6 +23,9 @@
else
M = usr
if(!M)
return
invocation()
var/A

View File

@@ -1217,6 +1217,11 @@ Total SMES charging rate should not exceed total power generation rate, or an ov
flags = FPRINT | TABLEPASS
var/uses = 4.0
var/temp = null
var/spell_type = "verb"
var/max_uses = 5
/obj/item/weapon/spellbook/object_type_spells //used for giving out object spells as opposed to verb spells
spell_type = "object"
/obj/item/weapon/staff
name = "wizards staff"

View File

@@ -189,7 +189,10 @@
wizard_mob.equip_if_possible(new /obj/item/weapon/storage/backpack(wizard_mob), wizard_mob.slot_back)
// wizard_mob.equip_if_possible(new /obj/item/weapon/scrying_gem(wizard_mob), wizard_mob.slot_l_store) For scrying gem.
wizard_mob.equip_if_possible(new /obj/item/weapon/teleportation_scroll(wizard_mob), wizard_mob.slot_r_store)
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook(wizard_mob), wizard_mob.slot_r_hand)
if(config.feature_object_spell_system) //if it's turned on (in config.txt), spawns an object spell spellbook
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook/object_type_spells(wizard_mob), wizard_mob.slot_r_hand)
else
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook(wizard_mob), wizard_mob.slot_r_hand)
wizard_mob << "You will find a list of available spells in your spell book. Choose your magic arsenal carefully."
wizard_mob << "In your pockets you will find two more important, magical artifacts. Use them as needed."
@@ -319,95 +322,124 @@
return 1
if ((usr.contents.Find(src) || (in_range(src,usr) && istype(src.loc, /turf))))
usr.machine = src
switch(href_list["spell_choice"])
if ("1")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/magicmissile
usr.mind.special_verbs += /client/proc/magicmissile
src.temp = "This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage."
if ("2")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/fireball
usr.mind.special_verbs += /client/proc/fireball
src.temp = "This spell fires a fireball at a target and does not require wizard garb. Be careful not to fire it at people that are standing next to you."
if ("3")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /mob/proc/kill
usr.mind.special_verbs += /mob/proc/kill
src.temp = "This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown."
if ("4")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /mob/proc/tech
usr.mind.special_verbs += /mob/proc/tech
src.temp = "This spell disables all weapons, cameras and most other technology in range."
if ("5")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/smokecloud
usr.mind.special_verbs += /client/proc/smokecloud
src.temp = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
if ("6")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/blind
usr.mind.special_verbs += /client/proc/blind
src.temp = "This spell temporarly blinds a single person and does not require wizard garb."
if ("7")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /mob/proc/swap
src.temp = "This spell allows the user to switch bodies with a target. Careful to not lose your memory in the process."
if ("8")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/forcewall
usr.mind.special_verbs += /client/proc/forcewall
src.temp = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
if ("9")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/blink
usr.mind.special_verbs += /client/proc/blink
src.temp = "This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience."
if ("10")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /mob/proc/teleport
usr.mind.special_verbs += /mob/proc/teleport
src.temp = "This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable."
if ("11")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/mutate
usr.mind.special_verbs += /client/proc/mutate
src.temp = "This spell causes you to turn into a hulk and gain telekinesis for a short while."
if ("12")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/jaunt
usr.mind.special_verbs += /client/proc/jaunt
src.temp = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
if ("13")
if (src.uses >= 1)
src.uses -= 1
usr.verbs += /client/proc/knock
usr.mind.special_verbs += /client/proc/knock
src.temp = "This spell opens nearby doors and does not require wizard garb."
if ("14")
if(href_list["spell_choice"])
if(src.uses >= 1 && href_list["spell_choice"] != 14)
src.uses--
if(spell_type == "verb")
switch(href_list["spell_choice"])
if ("1")
usr.verbs += /client/proc/magicmissile
usr.mind.special_verbs += /client/proc/magicmissile
src.temp = "This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage."
if ("2")
usr.verbs += /client/proc/fireball
usr.mind.special_verbs += /client/proc/fireball
src.temp = "This spell fires a fireball at a target and does not require wizard garb. Be careful not to fire it at people that are standing next to you."
if ("3")
usr.verbs += /mob/proc/kill
usr.mind.special_verbs += /mob/proc/kill
src.temp = "This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown."
if ("4")
usr.verbs += /mob/proc/tech
usr.mind.special_verbs += /mob/proc/tech
src.temp = "This spell disables all weapons, cameras and most other technology in range."
if ("5")
usr.verbs += /client/proc/smokecloud
usr.mind.special_verbs += /client/proc/smokecloud
src.temp = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
if ("6")
usr.verbs += /client/proc/blind
usr.mind.special_verbs += /client/proc/blind
src.temp = "This spell temporarly blinds a single person and does not require wizard garb."
if ("7")
usr.verbs += /mob/proc/swap
src.temp = "This spell allows the user to switch bodies with a target. Careful to not lose your memory in the process."
if ("8")
usr.verbs += /client/proc/forcewall
usr.mind.special_verbs += /client/proc/forcewall
src.temp = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
if ("9")
usr.verbs += /client/proc/blink
usr.mind.special_verbs += /client/proc/blink
src.temp = "This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience."
if ("10")
usr.verbs += /mob/proc/teleport
usr.mind.special_verbs += /mob/proc/teleport
src.temp = "This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable."
if ("11")
usr.verbs += /client/proc/mutate
usr.mind.special_verbs += /client/proc/mutate
src.temp = "This spell causes you to turn into a hulk and gain telekinesis for a short while."
if ("12")
usr.verbs += /client/proc/jaunt
usr.mind.special_verbs += /client/proc/jaunt
src.temp = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
if ("13")
usr.verbs += /client/proc/knock
usr.mind.special_verbs += /client/proc/knock
src.temp = "This spell opens nearby doors and does not require wizard garb."
else if(spell_type == "object")
var/list/available_spells = list("Magic Missile","Fireball","Disintegrate","Disable Tech","Smoke","Blind","Mind Transfer","Forcewall","Blink","Teleport","Mutate","Ethereal Jaunt","Knock")
world << available_spells[text2num(href_list["spell_choice"])] //DEBUG
var/already_knows = 0
for(var/obj/spell/aspell in usr.spell_list)
if(available_spells[text2num(href_list["spell_choice"])] == aspell.name)
already_knows = 1
src.temp = "You already know that spell."
src.uses++
break
if(!already_knows)
switch(href_list["spell_choice"])
if ("1")
usr.spell_list += new /obj/spell/magic_missile(usr)
src.temp = "This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage."
if ("2")
usr.spell_list += new /obj/spell/fireball(usr)
src.temp = "This spell fires a fireball at a target and does not require wizard garb. Be careful not to fire it at people that are standing next to you."
if ("3")
usr.spell_list += new /obj/spell/disintegrate(usr)
src.temp = "This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown."
if ("4")
usr.spell_list += new /obj/spell/disable_tech(usr)
src.temp = "This spell disables all weapons, cameras and most other technology in range."
if ("5")
usr.spell_list += new /obj/spell/smoke(usr)
src.temp = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
if ("6")
usr.spell_list += new /obj/spell/blind(usr)
src.temp = "This spell temporarly blinds a single person and does not require wizard garb."
if ("7")
usr.spell_list += new /obj/spell/mind_transfer(usr)
src.temp = "This spell allows the user to switch bodies with a target. Careful to not lose your memory in the process."
if ("8")
usr.spell_list += new /obj/spell/forcewall(usr)
src.temp = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
if ("9")
usr.spell_list += new /obj/spell/blink(usr)
src.temp = "This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience."
if ("10")
usr.spell_list += new /obj/spell/teleport(usr)
src.temp = "This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable."
if ("11")
usr.spell_list += new /obj/spell/mutate(usr)
src.temp = "This spell causes you to turn into a hulk and gain telekinesis for a short while."
if ("12")
usr.spell_list += new /obj/spell/ethereal_jaunt(usr)
src.temp = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
if ("13")
usr.spell_list += new /obj/spell/knock(usr)
src.temp = "This spell opens nearby doors and does not require wizard garb."
if (href_list["spell_choice"] == "14")
var/area/wizard_station/A = locate()
if(usr in A.contents)
src.uses = 5
usr.spellremove(usr)
src.uses = src.max_uses
usr.spellremove(usr,spell_type)
src.temp = "All spells have been removed. You may now memorize a new set of spells."
else
src.temp = "You may only re-memorize spells whilst located inside the wizard sanctuary."
else
if (href_list["temp"])
src.temp = null
else
if (href_list["temp"])
src.temp = null
if (istype(src.loc, /mob))
attack_self(src.loc)
else
@@ -593,34 +625,38 @@
//OTHER PROCS
//To batch-remove wizard spells. Linked to mind.dm.
/mob/proc/spellremove(var/mob/M as mob)
/mob/proc/spellremove(var/mob/M as mob, var/spell_type = "verb")
// ..()
if(M.verbs.len)
M.verbs -= /client/proc/jaunt
M.verbs -= /client/proc/magicmissile
M.verbs -= /client/proc/fireball
M.verbs -= /mob/proc/kill
M.verbs -= /mob/proc/tech
M.verbs -= /client/proc/smokecloud
M.verbs -= /client/proc/blind
M.verbs -= /client/proc/forcewall
M.verbs -= /mob/proc/teleport
M.verbs -= /client/proc/mutate
M.verbs -= /client/proc/knock
M.verbs -= /mob/proc/swap
if(M.mind && M.mind.special_verbs.len)
M.mind.special_verbs -= /client/proc/jaunt
M.mind.special_verbs -= /client/proc/magicmissile
M.mind.special_verbs -= /client/proc/fireball
M.mind.special_verbs -= /mob/proc/kill
M.mind.special_verbs -= /mob/proc/tech
M.mind.special_verbs -= /client/proc/smokecloud
M.mind.special_verbs -= /client/proc/blind
M.mind.special_verbs -= /client/proc/forcewall
M.mind.special_verbs -= /mob/proc/teleport
M.mind.special_verbs -= /client/proc/mutate
M.mind.special_verbs -= /client/proc/knock
M.mind.special_verbs -= /mob/proc/swap
if(spell_type == "verb")
if(M.verbs.len)
M.verbs -= /client/proc/jaunt
M.verbs -= /client/proc/magicmissile
M.verbs -= /client/proc/fireball
M.verbs -= /mob/proc/kill
M.verbs -= /mob/proc/tech
M.verbs -= /client/proc/smokecloud
M.verbs -= /client/proc/blind
M.verbs -= /client/proc/forcewall
M.verbs -= /mob/proc/teleport
M.verbs -= /client/proc/mutate
M.verbs -= /client/proc/knock
M.verbs -= /mob/proc/swap
if(M.mind && M.mind.special_verbs.len)
M.mind.special_verbs -= /client/proc/jaunt
M.mind.special_verbs -= /client/proc/magicmissile
M.mind.special_verbs -= /client/proc/fireball
M.mind.special_verbs -= /mob/proc/kill
M.mind.special_verbs -= /mob/proc/tech
M.mind.special_verbs -= /client/proc/smokecloud
M.mind.special_verbs -= /client/proc/blind
M.mind.special_verbs -= /client/proc/forcewall
M.mind.special_verbs -= /mob/proc/teleport
M.mind.special_verbs -= /client/proc/mutate
M.mind.special_verbs -= /client/proc/knock
M.mind.special_verbs -= /mob/proc/swap
else if(spell_type == "object")
for(var/obj/spell/spell_to_remove in src.spell_list)
src.spell_list -= spell_to_remove
/*Checks if the wizard can cast spells.
Made a proc so this is not repeated 14 (or more) times.*/

View File

@@ -2188,7 +2188,11 @@ note dizziness decrements automatically in the mob's Life() proc.
if (src.spell_list.len)
for(var/obj/spell/S in src.spell_list)
statpanel("Spells","",S)
switch(S.charge_type)
if("recharge")
statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S)
if("charges")
statpanel("Spells","[S.charge_counter]/[S.charge_max]",S)
/client/proc/station_explosion_cinematic(var/derp)
if(src.mob)

View File

@@ -81,3 +81,7 @@ GUEST_JOBBAN 1
#Ban appeals URL - usually for a forum or wherever people should go to contact your admins.
#BANAPPEALS http://justanotherday.example.com
#In-game features
#spawns a spellbook which gives object-type spells instead of verb-type spells for the wizard
#FEATURE_OBJECT_SPELL_SYSTEM

View File

@@ -45,177 +45,177 @@ 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>2. April 2011, international children's book day<b></font>
<b>2. April 2011, international children's book day<b>
<li><b>Microwave updated:</b>
<ul>
<li><font color='blue'>New look for the mining cyborg, jackhammer, kitchen sink.</font></li>
<li><font color='blue'>Singularity is now enclosed again (still airless tho).</font></li>
<li><font color='blue'>Wizard has a new starting area.</font></li>
<li><font color='blue'>Chemists and CMOs now have their own jumpsuits.</font></li>
<li>New look for the mining cyborg, jackhammer, kitchen sink.</li>
<li>Singularity is now enclosed again (still airless tho).</li>
<li>Wizard has a new starting area.</li>
<li>Chemists and CMOs now have their own jumpsuits.</li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li><font color='blue'>You can now put Mind-machine-interface (MMI)'d brains into mecha.</font></li>
<li>You can now put Mind-machine-interface (MMI)'d brains into mecha.</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><font color='blue'>Added smooth lattice.</font></li>
<li>Added smooth lattice.</li>
</ul>
</li>
<br>
<font color='blue'><b>26 March 2011<b></font>
<b>26 March 2011<b>
<li><b>Rastaf0 updated:</b>
<ul>
<li><font color='blue'>Food sprites from Farart</font></li>
<li><font color='blue'>New food: popcorn (corn in microwave), tofuburger (tofu+flour in microwave), carpburger (carp meat+floor in microwave)</font></li>
<li><font color='blue'>Medical belts are finally in medbay (credits belong to errorage, I only added it)</font></li>
<li><font color='blue'>Pill bottles now can fit in containers (boxes, medbelts, etc) and in pockets.</font></li>
<li><font color='blue'>Cutting camera now leaves fingerprints.</font></li>
<li>Food sprites from Farart</li>
<li>New food: popcorn (corn in microwave), tofuburger (tofu+flour in microwave), carpburger (carp meat+floor in microwave)</li>
<li>Medical belts are finally in medbay (credits belong to errorage, I only added it)</li>
<li>Pill bottles now can fit in containers (boxes, medbelts, etc) and in pockets.</li>
<li>Cutting camera now leaves fingerprints.</li>
</ul>
</li>
<li><b>Microwave updated:</b>
<ul>
<li><font color='blue'>Armor Can hold revolvers, and so can the detective's coat.</font></li>
<li><font color='blue'>Chef's apron is going live, it can carry a knife, and has a slight heat
resistance (only slight don't run into a fire).</font></li>
<li><font color='blue'>Kitty Ears!</font></li>
<li><font color='blue'>Various food nutriment changes.</font></li>
<li><font color='blue'>Added RIGs to the Mine EVA.</font></li>
<li><font color='blue'>Night vision goggles. They have a range of five tiles.</font></li>
<li><font color='blue'>Added Foods: Very Berry Pie, Tofu Pie, Tofu Kebab.</font></li>
<li><font color='blue'>Modified foods: Custard Pie is now banana cream pie.</font></li>
<li>Armor Can hold revolvers, and so can the detective's coat.</li>
<li>Chef's apron is going live, it can carry a knife, and has a slight heat
resistance (only slight don't run into a fire).</li>
<li>Kitty Ears!</li>
<li>Various food nutriment changes.</li>
<li>Added RIGs to the Mine EVA.</li>
<li>Night vision goggles. They have a range of five tiles.</li>
<li>Added Foods: Very Berry Pie, Tofu Pie, Tofu Kebab.</li>
<li>Modified foods: Custard Pie is now banana cream pie.</li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li><font color='blue'>Removed redundand steps from Gygax and HONK construction.</font></li>
<li><font color='blue'>Added some mecha equipment designs to R&D.</font></li>
<li>Removed redundand steps from Gygax and HONK construction.</li>
<li>Added some mecha equipment designs to R&D.</li>
</ul>
</li>
<br>
<font color='blue'><b>23 March 2011, World Meteorological Day<b></font>
<b>23 March 2011, World Meteorological Day<b>
<li><b>Neo updated:</b>
<ul>
<li><font color='blue'>Fixed PacMan (and affiliates) generator construction.</font></li>
<li><font color='blue'>It is now possible to actually eat omelettes with the fork now, instead of just stabbing yourself (or others) in the eye with it.</font></li>
<li><font color='blue'>Welding masks can now be flipped up or down. Note that when they're up they don't hide your identity or protect you from welding.</font></li>
<li><font color='blue'>Reagent based healing should now work properly.</font></li>
<li><font color='blue'>Revolver has been balanced and made cheaper.</font></li>
<li><font color='blue'>Tasers now effect borgs.</font></li>
<li><font color='blue'>Plastic explosives are now bought in single bricks.</font></li>
<li><font color='blue'>Nuke team slightly buffed and their uplink updated with recently added items.</font></li>
<li><font color='blue'>Player verbs have been reorganized into tabs.</font></li>
<li><font color='blue'>Energy swords now come in blue, green, purple and red.</font></li>
<li><font color='blue'>Cameras are now constructable and dismantlable. (Code donated by Powerful Station 13)</font></li>
<li><font color='blue'>Updated the change network verb for AIs. (Code donated by Powerful Station 13)</font></li>
<li><font color='blue'>Added gold, silver and diamond pickaxes to R&D which mine faster.</font></li>
<li>Fixed PacMan (and affiliates) generator construction.</li>
<li>It is now possible to actually eat omelettes with the fork now, instead of just stabbing yourself (or others) in the eye with it.</li>
<li>Welding masks can now be flipped up or down. Note that when they're up they don't hide your identity or protect you from welding.</li>
<li>Reagent based healing should now work properly.</li>
<li>Revolver has been balanced and made cheaper.</li>
<li>Tasers now effect borgs.</li>
<li>Plastic explosives are now bought in single bricks.</li>
<li>Nuke team slightly buffed and their uplink updated with recently added items.</li>
<li>Player verbs have been reorganized into tabs.</li>
<li>Energy swords now come in blue, green, purple and red.</li>
<li>Cameras are now constructable and dismantlable. (Code donated by Powerful Station 13)</li>
<li>Updated the change network verb for AIs. (Code donated by Powerful Station 13)</li>
<li>Added gold, silver and diamond pickaxes to R&D which mine faster.</li>
</ul>
</li>
<li><b>Agouri updated:</b>
<ul>
<li><font color='blue'>New look for the Request consoles.</font></li>
<li>New look for the Request consoles.</li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><font color='blue'>Brig cell timers should now tick closer-to-real seconds.</font></li>
<li><font color='blue'>New look for food, including meat pie, carrot cake, loaded baked potato, omelette, pie, xenopie and others. (some sprites by Farart)</font></li>
<li><font color='blue'>Hearing in lockers now works as intended.</font></li>
<li><font color='blue'>Fixed electronic blink sprite.</font></li>
<li><font color='blue'>Added the 'ghost ears' verb, which allows ghosts to not hear anything but deadcast.</font></li>
<li>Brig cell timers should now tick closer-to-real seconds.</li>
<li>New look for food, including meat pie, carrot cake, loaded baked potato, omelette, pie, xenopie and others. (some sprites by Farart)</li>
<li>Hearing in lockers now works as intended.</li>
<li>Fixed electronic blink sprite.</li>
<li>Added the 'ghost ears' verb, which allows ghosts to not hear anything but deadcast.</li>
</ul>
</li>
<li><b>XSI updated:</b>
<ul>
<li><font color='blue'>New AI core design.</font></li>
<li><font color='blue'>HoP now has a coffee machine!</font></li>
<li>New AI core design.</li>
<li>HoP now has a coffee machine!</li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li><font color='blue'>Replaced nuke storage with a vault.</font></li>
<li><font color='blue'>Redesigned the mint, moved the public autolathe and n2o storage.</font></li>
<li><font color='blue'>New look for the coin press. (Sprite by Cheridan)</font></li>
<li>Replaced nuke storage with a vault.</li>
<li>Redesigned the mint, moved the public autolathe and n2o storage.</li>
<li>New look for the coin press. (Sprite by Cheridan)</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><font color='blue'>You can now manually add coins into money bags, also fixed money bag interaction window formatting.</font></li>
<li><font color='blue'>QM no longer has access to the entire mining station to stop him from stealing supplies.</font></li>
<li><font color='blue'>New machine loading sprite for mining machinery. (sprites by Cheridan)</font></li>
<li><font color='blue'>Added a messanging server to the server room. It'll be used for messanging, but ignore it for now.</font></li>
<li><font color='blue'>The delivery office now requires delivery office access. It's also no longer called "Construction Zone"</font></li>
<li><font color='blue'>Almost all the mecha parts now have sprites. (Sprites by Cheridan)</font></li>
<li><font color='blue'>Tinted and frosted glass now look darker.</font></li>
<li><font color='blue'>There are now more money sprites.</font></li>
<li><font color='blue'>Department closets now contain the correct headsets.</font></li>
<li>You can now manually add coins into money bags, also fixed money bag interaction window formatting.</li>
<li>QM no longer has access to the entire mining station to stop him from stealing supplies.</li>
<li>New machine loading sprite for mining machinery. (sprites by Cheridan)</li>
<li>Added a messanging server to the server room. It'll be used for messanging, but ignore it for now.</li>
<li>The delivery office now requires delivery office access. It's also no longer called "Construction Zone"</li>
<li>Almost all the mecha parts now have sprites. (Sprites by Cheridan)</li>
<li>Tinted and frosted glass now look darker.</li>
<li>There are now more money sprites.</li>
<li>Department closets now contain the correct headsets.</li>
</ul>
</li>
<li><b>Microwave updated:</b>
<ul>
<li><font color='blue'>Bicaridine now heals a lot better than before.</font></li>
<li><font color='blue'>Added Diethylamine, Dry Ramen, Hot Ramen, Hell Ramen, Ice, Iced Coffee, Iced Tea, Hot Chocolate. Each with it's own effects.</font></li>
<li><font color='blue'>Re-added pest spray to hydroponics.</font></li>
<li><font color='blue'>Carrots now contain a little imidazoline.</font></li>
<li><font color='blue'>HoS, Warden and Security Officer starting equipment changed.</font></li>
<li><font color='blue'>New crate, which contains armored vests and helmets. Requires security access, costs 20.</font></li>
<li><font color='blue'>Miner lockers now contain meson scanners and mining jumpsuits.</font></li>
<li><font color='blue'>Food crate now contains milk, instead of faggots. Lightbulb crates cost reduced to 5. Riot crates cost reduced to 20. Emergency crate contains 2 med bots instead of floor bots. Hydroponics crate no longer contains weed spray, pest spray. It's latex gloves were replaced with leather ones and an apron. </font></li>
<li><font color='blue'>Added chef's apron (can hold a kitchen knife) and a new service borg sprite. </font></li>
<li><font color='blue'>Autolathe can now construct kitchen knives. </font></li>
<li><font color='blue'>Biosuit and syndicate space suits can now fit into backpacks. </font></li>
<li><font color='blue'>Mime's mask can now be used as a gas mask. </font></li>
<li><font color='blue'>Added welding helmet 'off' sprites. </font></li>
<li>Bicaridine now heals a lot better than before.</li>
<li>Added Diethylamine, Dry Ramen, Hot Ramen, Hell Ramen, Ice, Iced Coffee, Iced Tea, Hot Chocolate. Each with it's own effects.</li>
<li>Re-added pest spray to hydroponics.</li>
<li>Carrots now contain a little imidazoline.</li>
<li>HoS, Warden and Security Officer starting equipment changed.</li>
<li>New crate, which contains armored vests and helmets. Requires security access, costs 20.</li>
<li>Miner lockers now contain meson scanners and mining jumpsuits.</li>
<li>Food crate now contains milk, instead of faggots. Lightbulb crates cost reduced to 5. Riot crates cost reduced to 20. Emergency crate contains 2 med bots instead of floor bots. Hydroponics crate no longer contains weed spray, pest spray. It's latex gloves were replaced with leather ones and an apron. </li>
<li>Added chef's apron (can hold a kitchen knife) and a new service borg sprite. </li>
<li>Autolathe can now construct kitchen knives. </li>
<li>Biosuit and syndicate space suits can now fit into backpacks. </li>
<li>Mime's mask can now be used as a gas mask. </li>
<li>Added welding helmet 'off' sprites. </li>
</ul>
</li>
<br>
<font color='blue'><b>18 March 2011<b></font>
<b>18 March 2011<b>
<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>
<li><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></li>
<li><b>There is now a wave emote.</b></li>
<li><b>Enjoy your tea!</b></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>
<li><b>The exam room has some extra prominence and features.</b></li>
<li><b>A new costume for the clown or mime to enjoy.</b></li>
<li><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></li>
<li><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></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>
<li><b>Fixed an issue with examining several objects in your hands (such as beakers).</b></li>
<li><b>Fixed bug with random last name being empty in rare cases.</b></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>
<li><b>It is now possible to make 3x3 sets of tables.</b></li>
<li><b>Fixed some missplaced grilles/lattices on the port solar.</b></li>
<li><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></li>
</ul>
</li>
<br>
<font color='blue'><b>15 March 2011, International Day Against Police Brutality<b></font>
<b>15 March 2011, International Day Against Police Brutality<b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><font color='blue'><b>Autolathe deconstruction fixed.</b></font></li>
<li><font color='blue'><b>Atmos Entrance fixed.</b></font></li>
<li><font color='blue'><b>AI no longer gibs themselves if they click on the singularity.</b></font></li>
<li><font color='blue'><b>Fixed all the issues I knew of about storage items.</b></font></li>
<li><font color='blue'><b>Redesigned Assembly line and surrounding maintenance shafts.</b></font></li>
<li><font color='blue'><b>Redesigned Tech storage. (Map by Veyveyr)</b></font></li>
<li><b>Autolathe deconstruction fixed.</b></li>
<li><b>Atmos Entrance fixed.</b></li>
<li><b>AI no longer gibs themselves if they click on the singularity.</b></li>
<li><b>Fixed all the issues I knew of about storage items.</b></li>
<li><b>Redesigned Assembly line and surrounding maintenance shafts.</b></li>
<li><b>Redesigned Tech storage. (Map by Veyveyr)</b></li>
</ul>
</li>
<li><b>TLE updated:</b>
@@ -225,293 +225,293 @@ resistance (only slight don't run into a fire).</font></li>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b><font color='blue'>New R&D Item: The 'Bag of holding'. (Sprite by Cheridan)</font></b></li>
<li><b><font color='blue'>Getting someone out of the cloner now leaves damage, which can only be fixed in the cryo tube.</font></b></li>
<li><b><font color='blue'>New reagent: Clonexadone, for use with the cryo tube.</font></b></li>
<li><b><font color='blue'>Fixed using syringes on plants.</font></b></li>
<li><b>New R&D Item: The 'Bag of holding'. (Sprite by Cheridan)</b></li>
<li><b>Getting someone out of the cloner now leaves damage, which can only be fixed in the cryo tube.</b></li>
<li><b>New reagent: Clonexadone, for use with the cryo tube.</b></li>
<li><b>Fixed using syringes on plants.</b></li>
</ul>
</li>
<li><b>Constanta updated:</b>
<ul>
<li><b><font color='blue'>Added queueing to fabricator.</font></b></li>
<li><b>Added queueing to fabricator.</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b><font color='blue'>Air alarms upgraded.</font></b></li>
<li><b><font color='blue'>Fixed problem with AI clicking on mulebot.</font></b></li>
<li><b><font color='blue'>Airlock controller (as in EVA) now react to commands faster.</font></b></li>
<li><b><font color='blue'>Fixed toxins mixing airlocks.</font></b></li>
<li><b>Air alarms upgraded.</b></li>
<li><b>Fixed problem with AI clicking on mulebot.</b></li>
<li><b>Airlock controller (as in EVA) now react to commands faster.</b></li>
<li><b>Fixed toxins mixing airlocks.</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>6 March 2011<b></font>
<b>6 March 2011<b>
<ul>
<li><b>Neo updated:</b>
<ul>
<li><font color='red'><b>Neo deserves a medal for all the bugfixing he's done!</b></font> <font color='blue'>--errorage</font></li>
<li><font color='red'><b>Neo deserves a medal for all the bugfixing he's done!</b></font> --errorage</font></li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='red'>No. I did not code on my birthday!</font></b></li>
<li><b><font color='blue'>Windows can now be rotated clockwise and counter clockwise.</font></b></li>
<li><b><font color='blue'>Window creating process slightly changed to make it easier.</font></b></li>
<li><b><font color='blue'>Fixed the newly made reinforced windows bug where they weren't properly unfastened and unscrewed.</font></b></li>
<li><b><font color='blue'>Examination room has a few windows now.</font></b></li>
<li><b><font color='blue'>Can you tell I reinstalled Windows?</font></b></li>
<li><b><font color='blue'>Robotics has health analyzers.</font></b></li>
<li><b><font color='blue'>Bugfixing.</font></b></li>
<li><b>Windows can now be rotated clockwise and counter clockwise.</b></li>
<li><b>Window creating process slightly changed to make it easier.</b></li>
<li><b>Fixed the newly made reinforced windows bug where they weren't properly unfastened and unscrewed.</b></li>
<li><b>Examination room has a few windows now.</b></li>
<li><b>Can you tell I reinstalled Windows?</b></li>
<li><b>Robotics has health analyzers.</b></li>
<li><b>Bugfixing.</b></li>
</ul>
</li>
<li><b>Deeyach updated:</b>
<ul>
<li><b><font color='blue'>Roboticists now spawn with a lab coat and an engineering pda</font></b></li>
<li><b>Roboticists now spawn with a lab coat and an engineering pda</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>2 March 2011, Wednesday<b></font>
<b>2 March 2011, Wednesday<b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='blue'>Mapping updates including Atmospherics department map fixes, CE's office and some lights being added here and there.</font></b></li>
<li><b>Mapping updates including Atmospherics department map fixes, CE's office and some lights being added here and there.</b></li>
<li><b><font color='red'>Mining once again given to the quartermaster and HoP. The CE has no business with mining.</font></b></li>
<li><b><font color='blue'>Removed the overstuffed Atmos/Engineering supply room.</font></b></li>
<li><b><font color='blue'>Replaced all 'engineering' doors in mining with maintenance doors as they were causing confusion as to which department mining belongs to.</font></b></li>
<li><b><font color='blue'>The incinerator is now maintenance access only.</font></b></li>
<li><b>Removed the overstuffed Atmos/Engineering supply room.</b></li>
<li><b>Replaced all 'engineering' doors in mining with maintenance doors as they were causing confusion as to which department mining belongs to.</b></li>
<li><b>The incinerator is now maintenance access only.</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b><font color='blue'>New look for the advanced energy gun. (Sprite by Cheridan)</font></b></li>
<li><b><font color='blue'>Mech fabricator accepts non-standard materials.</font></b></li>
<li><b><font color='blue'>Mules accesses fixed, so they can be unlocked once again.</font></b></li>
<li><b>New look for the advanced energy gun. (Sprite by Cheridan)</b></li>
<li><b>Mech fabricator accepts non-standard materials.</b></li>
<li><b>Mules accesses fixed, so they can be unlocked once again.</b></li>
<li><b><font color='red'>Atmospherics department mapping overhaul. (Map by Hawk_v3)</font></b></li>
<li><b><font color='blue'>Added more name options to arcade machines.</font></b></li>
<li><b>Added more name options to arcade machines.</b></li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li><b><font color='blue'>Added mecha control console and mecha tracking beacons.</font></b></li>
<li><b><font color='blue'>Some changes to gygax construction.</font></b></li>
<li><b>Added mecha control console and mecha tracking beacons.</b></li>
<li><b>Some changes to gygax construction.</b></li>
</ul>
</li>
<li><b>Darem updated:</b>
<ul>
<li><b><font color='blue'>R&D minor bugfixes.</font></b></li>
<li><b><font color='blue'>AI computer can now be deconstructed (right click and select 'accessinternals').</font></b></li>
<li><b><font color='blue'>Server room updated, added server equipment to use with R&D.</font></b></li>
<li><b><font color='blue'>Wizard and ghost teleport lists are now in alphabetical order, ghosts can now teleport to the mining station.</font></b></li>
<li><b><font color='blue'>Rightclicking and examining a constructable frame now tells you what parts still need to be finished.</font></b></li>
<li><b><font color='blue'>Large grenades added to R&D.</font></b></li>
<li><b>R&D minor bugfixes.</b></li>
<li><b>AI computer can now be deconstructed (right click and select 'accessinternals').</b></li>
<li><b>Server room updated, added server equipment to use with R&D.</b></li>
<li><b>Wizard and ghost teleport lists are now in alphabetical order, ghosts can now teleport to the mining station.</b></li>
<li><b>Rightclicking and examining a constructable frame now tells you what parts still need to be finished.</b></li>
<li><b>Large grenades added to R&D.</b></li>
</ul>
</li>
<li><b>Deeyach updated:</b>
<ul>
<li><b><font color='blue'>Mining given to the CE. (Reverted by Errorage)</font></b></li>
<li><b><font color='blue'>Clowns can now pick a new name upon entering the game (like wizards previously).</font></b></li>
<li><b>Mining given to the CE. (Reverted by Errorage)</b></li>
<li><b>Clowns can now pick a new name upon entering the game (like wizards previously).</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>24 February 2011, Thursday<b></font>
<b>24 February 2011, Thursday<b>
<ul>
<li><b>Darem updated:</b>
<ul>
<li><b><font color='blue'>Lighting code fixed for mining and thermite.</font></b></li>
<li><b><font color='blue'>R&D instruction manual added to the R&D lab.</font></b></li>
<li><b><font color='blue'>Fixed R&D disk commands not working.</font></b></li>
<li><b><font color='blue'>Added portable power generators which run on solid plasma.</font></b></li>
<li><b><font color='blue'>You can now set the numer of coins to produce in the mint.</font></b></li>
<li><b><font color='blue'>Added two more portable power generators to R&D.</font></b></li>
<li><b>Lighting code fixed for mining and thermite.</b></li>
<li><b>R&D instruction manual added to the R&D lab.</b></li>
<li><b>Fixed R&D disk commands not working.</b></li>
<li><b>Added portable power generators which run on solid plasma.</b></li>
<li><b>You can now set the numer of coins to produce in the mint.</b></li>
<li><b>Added two more portable power generators to R&D.</b></li>
</ul>
</li>
<li><b>Deeyach updated:</b>
<ul>
<li><b><font color='blue'>New uniform for roboticists</font></b></li>
<li><b>New uniform for roboticists</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b><font color='blue'>Game speed increased</font></b></li>
<li><b><font color='blue'>Mining stacking machine no longer devours stacks larger than 1 sheet (it was only increasing its stock by 1 when given a stacked stack)</font></b></li>
<li><b><font color='blue'>Stackable uranium ore added (a better sprite is needed, contributions are welcome)</font></b></li>
<li><b><font color='blue'>Made Meteor gamemode actually do stuff</font></b></li>
<li><b><font color='blue'>Made a bigger class of meteor</font></b></li>
<li><b><font color='blue'>New R&D item: Advanced Energy Gun</font></b></li>
<li><b><font color='blue'>Law priority clarified with regards to ion laws and law 0.</font></b></li>
<li><b>Game speed increased</b></li>
<li><b>Mining stacking machine no longer devours stacks larger than 1 sheet (it was only increasing its stock by 1 when given a stacked stack)</b></li>
<li><b>Stackable uranium ore added (a better sprite is needed, contributions are welcome)</b></li>
<li><b>Made Meteor gamemode actually do stuff</b></li>
<li><b>Made a bigger class of meteor</b></li>
<li><b>New R&D item: Advanced Energy Gun</b></li>
<li><b>Law priority clarified with regards to ion laws and law 0.</b></li>
</ul>
</li>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li><b><font color='blue'>Minor mapping fixes</font></b></li>
<li><b>Minor mapping fixes</b></li>
</ul>
</li>
<li><b>Uhangi updated:</b>
<ul>
<li><b><font color='blue'>New red bomb suit for security.</font></b></li>
<li><b>New red bomb suit for security.</b></li>
</ul>
</li>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='blue'>Slight mapping change to arrival hallway.</font></b></li>
<li><b>Slight mapping change to arrival hallway.</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>23 February 2011, Red Army Day<b></font>
<b>23 February 2011, Red Army Day<b>
<ul>
<li><b>Uhangi updated:</b>
<ul>
<li><b><font color='blue'>Antitox and Inaprovaline now mixable via chemistry.</font></b></li>
<li><b><font color='blue'>Explosive Ordinance Disosal (EOD) suits added to armory and security.</font></b></li>
<li><b><font color='blue'>Large beaker now holds 100 units of chemicals. (code by Slith)</font></b></li>
<li><b>Antitox and Inaprovaline now mixable via chemistry.</b></li>
<li><b>Explosive Ordinance Disosal (EOD) suits added to armory and security.</b></li>
<li><b>Large beaker now holds 100 units of chemicals. (code by Slith)</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b><font color='blue'>Secbot interface updated.</font></b></li>
<li><b><font color='blue'>Syringe auto-toggels mode when full.</font></b></li>
<li><b><font color='blue'>Captain's flask volume increased.</font></b></li>
<li><b>Secbot interface updated.</b></li>
<li><b>Syringe auto-toggels mode when full.</b></li>
<li><b>Captain's flask volume increased.</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b><font color='blue'>Fixed the 'be syndicate' choice to actually work on nuke rounds.</font></b></li>
<li><b>Fixed the 'be syndicate' choice to actually work on nuke rounds.</b></li>
<li><b><font color='red'>Syndicates no longer win if they detonate the nuke on their ship.</font></b></li>
</ul>
</li>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='blue'>Added cloning manual. (Written by Perapsam)</font></b></li>
<li><b>Added cloning manual. (Written by Perapsam)</b></li>
</ul>
</li>
<li><b>K0000 updated:</b>
<ul>
<li><b><font color='red'>Cult mode updates.</font></b></li>
<li><b><font color='blue'>You can now read the arcane tome. It contains a simple guide for making runes.</font></b></li>
<li><b><font color='blue'>Converting people doesnt give them word knowledge.</font></b></li>
<li><b><font color='blue'>Sacrifice monkeys or humans to gain new words.</font></b></li>
<li><b><font color='blue'>Total number of rune words set to 10</font></b></li>
<li><b><font color='blue'>Some minor bugfixes.</font></b></li>
<li><b>You can now read the arcane tome. It contains a simple guide for making runes.</b></li>
<li><b>Converting people doesnt give them word knowledge.</b></li>
<li><b>Sacrifice monkeys or humans to gain new words.</b></li>
<li><b>Total number of rune words set to 10</b></li>
<li><b>Some minor bugfixes.</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>20 February 2011, Sunday<b></font>
<b>20 February 2011, Sunday<b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='blue'>Slight updates to processing unit and stacking machine at the mining outpost.</font></b></li>
<li><b><font color='blue'>Digging now yields sand, which can be smelted into glass.</font></b></li>
<li><b><font color='blue'>Stacking machine can now stack reinforced metal, regular and reinforced glass too.</font></b></li>
<li><b><font color='blue'>Engineers now have two copies of the singularity safety manual.</font></b></li>
<li><b>Slight updates to processing unit and stacking machine at the mining outpost.</b></li>
<li><b>Digging now yields sand, which can be smelted into glass.</b></li>
<li><b>Stacking machine can now stack reinforced metal, regular and reinforced glass too.</b></li>
<li><b>Engineers now have two copies of the singularity safety manual.</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b><font color='blue'>Magboots now have a verb toggle like jumpsuit sensors.</font></b></li>
<li><b><font color='blue'>Jumpsuit sensors are now in all jumpsuits, except tactical turtlenecks.</font></b></li>
<li><b><font color='blue'>Tweaks to the AI report at round start.</font></b></li>
<li><b><font color='blue'>Syndi-cakes now heal traitors/rev heads/etc much more than anyone else.</font></b></li>
<li><b><font color='blue'>Containment fields zap once again.</font></b></li>
<li><b><font color='blue'>Fire damage meter no longer lies about fire damage.</font></b></li>
<li><b>Magboots now have a verb toggle like jumpsuit sensors.</b></li>
<li><b>Jumpsuit sensors are now in all jumpsuits, except tactical turtlenecks.</b></li>
<li><b>Tweaks to the AI report at round start.</b></li>
<li><b>Syndi-cakes now heal traitors/rev heads/etc much more than anyone else.</b></li>
<li><b>Containment fields zap once again.</b></li>
<li><b>Fire damage meter no longer lies about fire damage.</b></li>
</ul>
</li>
<li><b>Darem updated:</b>
<ul>
<li><b><font color='blue'>Mass Spectrometer added to R&D. Load it with a syringe of blood and it will tell you the chemicals in it. Low reliability devices may yield false information.</font></b></li>
<li><b><font color='blue'>Not all devices have a 100% reliability now.</font></b></li>
<li><b><font color='blue'>Miners now have access to mint foyer and loading area. Only captain has access to the vault.</font></b></li>
<li><b><font color='blue'>More stuff can be analyzed in the destructive analyzer, protolathe can produce intelicards.</font></b></li>
<li><b>Mass Spectrometer added to R&D. Load it with a syringe of blood and it will tell you the chemicals in it. Low reliability devices may yield false information.</b></li>
<li><b>Not all devices have a 100% reliability now.</b></li>
<li><b>Miners now have access to mint foyer and loading area. Only captain has access to the vault.</b></li>
<li><b>More stuff can be analyzed in the destructive analyzer, protolathe can produce intelicards.</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b><font color='blue'>Added blast door button to atmospherics.</font></b></li>
<li><b><font color='blue'>Toxins timer-igniter assemblies fixed.</font></b></li>
<li><b><font color='blue'>Engineering secure storage expanded.</font></b></li>
<li><b><font color='blue'>Added singularity telescreen.</font></b></li>
<li><b>Added blast door button to atmospherics.</b></li>
<li><b>Toxins timer-igniter assemblies fixed.</b></li>
<li><b>Engineering secure storage expanded.</b></li>
<li><b>Added singularity telescreen.</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>18 February 2011, Friday<b></font>
<b>18 February 2011, Friday<b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='blue'>New look for the bio suits. (Biosuit and hood sprites by Cheridan)</font></b></li>
<li><b><font color='blue'>New radiation suits added along with radiation hoods and masks. Must wear complete set to get full protection.</font></b></li>
<li><b>New look for the bio suits. (Biosuit and hood sprites by Cheridan)</b></li>
<li><b>New radiation suits added along with radiation hoods and masks. Must wear complete set to get full protection.</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b><font color='blue'>Binary translator cost reduced to 1 telecrystal.</font></b></li> </ul>
<li><b>Binary translator cost reduced to 1 telecrystal.</b></li> </ul>
</li>
<li><b>AtomicTroop updated:</b>
<ul>
<li><b><font color='red'>Mail Sorter job added.</font></b></li>
<li><b><font color='red'>Disposal system redone to allow for package transfers. Packages are routed to mail sorter room and then routed to the rest of the station</font></b></li>
<li><b><font color='blue'>Disposal area moved. Old disposal area now just an incinerator and a small disposal into space.</font></b></li>
<li><b><font color='blue'>New wrapping paper for sending packages.</font></b></li>
<li><b>Disposal area moved. Old disposal area now just an incinerator and a small disposal into space.</b></li>
<li><b>New wrapping paper for sending packages.</b></li>
</ul>
</li>
<li><b>Veyveyr updates:</b>
<ul>
<li><b><font color='blue'>New machine frame sprite.</font></b></li>
<li><b><font color='blue'>Braincase sprites for mechs added. Not actually used, yet.</font></b></li>
<li><b>New machine frame sprite.</b></li>
<li><b>Braincase sprites for mechs added. Not actually used, yet.</b></li>
</ul>
</li>
<li><b>Darem updates:</b>
<ul>
<li><b><font color='red'>Research and Development system is LIVE.</font> <font color='blue'>Scientists can now research new advancements in technology. Not much can be made, right now, but the system is there. Technologies are researched by shoving items into the destructive analyzer. Circuit Imprinter, Destructive Analyzer, and Protolathe are controlled from the R&D console.</font></b></li>
<li><b><font color='blue'>Autolathe, Protolathe, Destructive Analyzer, and Circuit Imprinter can now be built, taken apart, and upgraded. The basic frame for all of the above requires 5 metal.</font></b></li>
<li><b><font color='red'>Research and Development system is LIVE.</font> Scientists can now research new advancements in technology. Not much can be made, right now, but the system is there. Technologies are researched by shoving items into the destructive analyzer. Circuit Imprinter, Destructive Analyzer, and Protolathe are controlled from the R&D console.</font></b></li>
<li><b>Autolathe, Protolathe, Destructive Analyzer, and Circuit Imprinter can now be built, taken apart, and upgraded. The basic frame for all of the above requires 5 metal.</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>15 February 2011, Tuesday<b></font>
<b>15 February 2011, Tuesday<b>
<ul>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b><font color='blue'>Added radio channels and headsets for miners (<tt>:h</tt> or <tt>:d</tt> ("diggers" lol)) and for cargo techs (<tt>:h</tt> or <tt>:q</tt> )</font></b></li>
<li><b><font color='blue'>Added a personal headsets to HoP and QM.</font></b></li>
<li><b><font color='blue'>Aliens now attack bots instead of opening control window.</font></b></li>
<li><b><font color='blue'>All bots can be damaged and repaired.</font></b></li>
<li><b><font color='blue'>All bots are effected to EMP now.</font></b></li>
<li><b><font color='blue'>Atmos now starts with nitrous oxide in storage tank.</font></b></li>
<li><b>Added radio channels and headsets for miners (<tt>:h</tt> or <tt>:d</tt> ("diggers" lol)) and for cargo techs (<tt>:h</tt> or <tt>:q</tt> )</b></li>
<li><b>Added a personal headsets to HoP and QM.</b></li>
<li><b>Aliens now attack bots instead of opening control window.</b></li>
<li><b>All bots can be damaged and repaired.</b></li>
<li><b>All bots are effected to EMP now.</b></li>
<li><b>Atmos now starts with nitrous oxide in storage tank.</b></li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li><b><font color='blue'>New look for the pipe dispenser.</font></b></li>
<li><b>New look for the pipe dispenser.</b></li>
</ul>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='blue'>Mining station will now charge properly.</font></b></li>
<li><b><font color='blue'>Duffle bags (Money bags) can now be emptied.</font></b></li>
<li><b>Mining station will now charge properly.</b></li>
<li><b>Duffle bags (Money bags) can now be emptied.</b></li>
</ul>
</li>
</ul>
<font color='blue'><b>14 February 2011, Valentine's day<b></font>
<b>14 February 2011, Valentine's day<b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='red'>New Job!</font> - <font color='blue'>Shaft Miners have finally been added and are available to play.</font></b></li>
<li><b><font color='red'>Mining outpost</font> - <font color='blue'>A new mining outpost has been built, the mining dock on SS13 has been updated.</font></b></li>
<li><b><font color='red'>New Job!</font> - Shaft Miners have finally been added and are available to play.</font></b></li>
<li><b><font color='red'>Mining outpost</font> - A new mining outpost has been built, the mining dock on SS13 has been updated.</font></b></li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li><b><font color='blue'>Slight speed up for combat mechs..</font></b></li>
<li><b>Slight speed up for combat mechs..</b></li>
<li><b><font color='red'>Added H.O.N.K construction</font></b></li>
<li><b><font color='blue'>Fixed bug with switching intent while in mecha.</font></b></li>
<li><b>Fixed bug with switching intent while in mecha.</b></li>
</ul>
</li>
</ul>

View File

@@ -197,7 +197,6 @@
#include "code\datums\diseases\xeno_transformation.dm"
#include "code\datums\spells\blind.dm"
#include "code\datums\spells\blink.dm"
#include "code\datums\spells\body_swap.dm"
#include "code\datums\spells\conjure.dm"
#include "code\datums\spells\disable_tech.dm"
#include "code\datums\spells\disintegrate.dm"
@@ -206,7 +205,9 @@
#include "code\datums\spells\forcewall.dm"
#include "code\datums\spells\knock.dm"
#include "code\datums\spells\magic_missile.dm"
#include "code\datums\spells\mind_transfer.dm"
#include "code\datums\spells\mutate.dm"
#include "code\datums\spells\smoke.dm"
#include "code\datums\spells\teleport.dm"
#include "code\defines\atom.dm"
#include "code\defines\client.dm"