Commit Graph

1040 Commits

Author SHA1 Message Date
tronaldnwn@hotmail.com
01da430a6a Wizordizine is now Adminordazine!
For admin use only. One pill made for admin spawn only.

Stopping plans for making regeneration spell, as i don't need to anymore! Since Neo's update tanks/ guns don't black wizards out in one shot anymore! Why do I need to make a new spell for it?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1411 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 21:57:27 +00:00
tronaldnwn@hotmail.com
a2157b4d68 Okay I got lighters to work for service cyborgs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1409 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 16:48:12 +00:00
baloh.matevz
0c87c323ee DangerCon Update:
- Fire will now melt through floors when it reaches a certain temperature.

Technical info:
- Floors have a heat capacity of 10000 degrees, once a fire gets hotter than that, it will set the turf's 'to_be_destroyed' variable to 1. It also updates a variable which shows how much fire-induced temperature a turf has had to sustain. Once the fire burns up, it will check if the turf's (loc's) to_be_destroyed variable is not 0, if it is it will calculate the chance for it getting destroyed (foruma in hotspot's del proc) and either replace it with space or not, depending on the probability result.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1405 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 09:33:37 +00:00
n3ophyt3
f6620d08b1 Tweaked welding:
Welders that are on but not in use use fuel more slowly than before, when actively welding, fuel use rate increases to roughly 4 times what the previous rate was. This allows for an average of 4 regular walls to be cut through before refueling is needed, based on my testing. Shorter-length welding tasks will allow for more uses between refuels.

Also cleaned up a few things that still used the "click welder at thing, lose x units of fuel" code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1403 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 01:30:39 +00:00
panurgomatic
c1b1f4323c - Mech Fabricator can be built. Contruction path is almost the same as for lathes, but you'll require 2 Matter Bins, 1 Manipulator, 1 Micro-Laser and 1 Console Screen.
- Added design for mech fabricator circuitboard.
- Added origin_tech for some mech equipment.
- Examining mecha chassis will show what construction step you're currently on.
- Made Gygax construction reversible.
- Moved global_iterator.dm and construction_datum.dm to code/datums/helper_datums
- Split mecha_construction.dm into mecha_parts.dm and mecha_construction_paths.dm
- Fixed wrong logic for mecha dna-checks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1402 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 23:45:30 +00:00
rastaf.zero@gmail.com
2c901c71bb Monkey mode now can be ended by robusting all infected monkeys (including Pun-Pun) along with leaving on the shuttle.
Admins can switch mode to one from modes game actually can run, not from hardcoded list.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1401 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 20:39:08 +00:00
rastaf.zero@gmail.com
0b5e8b36db Monkeyzing left more weared stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1399 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 19:14:57 +00:00
rastaf.zero@gmail.com
9516507370 People monkeyized by admins/jungle fewer won't loose genetic mutations and diseases.
People bitten my monkey get infected by jungle fewer.
Some other improvements for monkey mode.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1398 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 18:42:47 +00:00
tronaldnwn@hotmail.com
75215318c6 Did some minor work on the void jet packs, they still aren't done yet.
Silly me forgot to add (src.loc) at the end of the prize things, after the whole map fiasco (and me needing to copy over file from my old folder to a new one).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1396 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 17:03:02 +00:00
rastaf.zero@gmail.com
03e677a807 Monkey mode now wont list name->key after the end of round.
Monkeys during monkey mode can use detective's revolver wearing hat and suit (without uniform).
Fixed some runtime errors.
Added ability for admins to disallow connecting for guests.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1395 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 17:01:58 +00:00
uporotiy
9ae06407df You can now light others' cigs with a zippo by targeting the mouth.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1392 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 10:01:02 +00:00
rastaf.zero@gmail.com
e074166845 Added sanitize() to verb/me().
Enabled adminlogging of using robotic console.
Some admin messages are duplicated to log file now.
Fixed bug with ghosts sometimes not hearing people.
WIP stuff from Nikie:
a sprite for detective's armor
an alternative sprite for SWAT armor


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1391 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 08:47:51 +00:00
baloh.matevz
f686ed8b7a Added all the airlocks which we Baystation 12 donated. They do not appear on the map yet, tho.
Deleted all old versions of the station. We are now at 2.0.7
If you need earlier versions, update to a revision older than this one.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1387 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 01:54:49 +00:00
tronaldnwn@hotmail.com
95f30cf5b8 Ahem...
Glasses: 
Added Optical Material Scanner - A gimmicky item that lets people see ALL OBJCECTS, even if hidden by turf.

Storage:
Added dice pack - one d6, one d20 (will add more once I add more Dice types).

Toys:
Typo fixes.

Cigarette lighters:
Zippo - Made the lighting message gender neutral.
Match - Made the lighting message gender neutral.

RSF:
Provides new items - Dice packs, pens, and cigarettes

Human life:
Made the Optical material scanners work to see objects.

Robot Modules:
Servicce borg - Has a lighter now (which will be modified soon so people can light other people's cigarettes).

Icons:
Night vision goggles slightly modifies to have a space for the nose of humans to stick out.  The item state changed a bit out of the place holder status.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1386 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 22:53:46 +00:00
uporotiy
f60a04c234 Ooops. Forgot those two.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1382 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 20:35:43 +00:00
uporotiy
be85fc280d 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
2011-04-05 20:34:41 +00:00
tronaldnwn@hotmail.com
6fb2e86a5c The fake syndicate suit can hold toys in its suit storage.
Cap guns can be recycled like cap gun ammo boxes. So once you empty your 14 shots, toss the gun and box in the autolathe for 10 metal and 10 glass points a piece.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1380 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 16:25:52 +00:00
tronaldnwn@hotmail.com
3f7b56cd2a Malfunction closet is now 2001 spess suits, because meta gaming issue is now void with the advent of the cheap replica red spess suit in arcade machines.
Frank would be pleased, if he were still alive.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1379 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 13:37:40 +00:00
tronaldnwn@hotmail.com
777e40b782 Arcade prize update:
Arcade prizes are now looking VERY REAL (as both of the head coders wanted them to look real again).

Toy E-swords sound real when you turn them on/off.

New toy! The replica red spess suit! Great for costume parties, not great for keeping security from chasing you down the hall, or space travel. Made of real plastic!

Now no one can bitch about the Ai satilite's teleporter suits. `~`

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1378 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 13:31:03 +00:00
baloh.matevz
af8998ca6c Added xenobiology access level (no. 55) so a wannabe xenobiologist doesn't need RD access. This is not active on the map yet because someone fucked up the map.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1376 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 12:43:52 +00:00
bizarre.babel@gmail.com
195f2d9b25 See last update text. I goofed and did the commit command at the wrong level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1375 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 10:12:37 +00:00
noisomehollow@lycos.com
f47980c910 Wizards are no-longer trackable by AI if they are inside their sanctuary.
Removed all the old notes form the map (except for the last one). Rest in piece, HONK!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1371 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 04:04:17 +00:00
noisomehollow@lycos.com
bb46286e6b Reverted ninja stealth so it works again.
Ninjas now explode when they die.
Ninja mask obscures speech (garbles text) if the voice modulator is not set to mimic voice.
Ninja hood makes one not trackable by AI if worn, much like the agent card.

Certain obj/item/clothing items (canremove=0) will not be removable by normal means. Currently only set for ninja stuff and the suicide vest. The suicide vest might explode if active and someone tries to strip it off a person.
Removed heat protection from black shoes. Not sure why it was there.
Removing a mask from a monkey via text window will now properly give a message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1370 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 02:15:19 +00:00
tronaldnwn@hotmail.com
fa416ce777 Broborg and Service borg are fused into one robust little critter.
Broborgs commented out.
Service borgs lose paper and spacecash wad.

Service borg gets an RSF. Rapid service fabricator, with three setting that work on simulated (normal) floors and tables:
1. Creates a wad of 10 Credits (because humans like dosh). Drains 200 each use.
2. Creates a drinking glass (to fill beer into). Drains 50 energy each use.
3. Creates a Piece of paper (for writing). Drains 10 energy each use.

The malfunction lockers use new, robust (read as slightly nerfed), 2001 a Spess Odyssey spess suits. (Due to voting results)

No 2001 jetpacks though, as they don't have item states.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1369 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 20:10:34 +00:00
baloh.matevz
22bc84703b In an attempt to make the lives of mappers easier when placing pipes, I've reorganized them into a tree structure. Eventually I (or if hawk wants to) will re-pipe the station to use the new objects.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1367 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 19:43:50 +00:00
hunterluthi
84fd3fdd34 Fixed a compilation error in mining.dm
Also fixed a wiring mistake of my own in my last commit. Yaaay fuckups.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1365 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 07:33:54 +00:00
n3ophyt3
9a5c73e4da Fixed pickaxes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1363 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 02:51:22 +00:00
panurgomatic
7d6d1cebeb - Added mecha DNA-locking. Only the person with matching UE can operate such mechs.
- Added two mecha armor booster modules (no sprites) and a repair droid module (sprite is temporary).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1362 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 00:42:12 +00:00
n3ophyt3
6360a17649 BORG VISION MODE UPDATE
Added three new items for use in borg modules.

Meson Vision
Thermal Vision
X-Ray Vision

When selected as an active module (as in it is taking up one of your three module slots, not that it is your "in-hand" module), the module confers the appropriate vision mode. These vision modes consume a lot of power while active (50/tick on meson, 100/tick on thermal, 200/tick on xray), so it's best to keep them inactive unless you need them.

Gave Meson vision to mining and engineering borgs, did NOT hand out Thermal or Xray vision, that won't happen until I get an idea of public opinion on this update.

Also included is a syndicate borg module that's been sitting half-finished in my local copy of the code as I was having issues deciding what all to give it. It is NOT selectable at this time. The plan was for it to only be selectable under specific conditions,  most likely involving hacking and/or emagging. It's only getting committed because its in the same file as the actual update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1359 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 19:34:51 +00:00
n3ophyt3
b7c5683215 Robots can no longer stick their items onto/into things.
It's possible I missed some things, but I got lockers, crates, backpacks/boxes/toolboxes/etc, tables, and racks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1358 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 16:53:11 +00:00
n3ophyt3
ebf38a6dcb Minor fix on Aug's fixing of that compile warning (which was the third commit to fix it, apparently people don't like warnings in their compiles, even if it doesn't interfere with anything). Was half tempted to leave the bug in, but I doubt anyone would find it funny that you'd only be able to melee people with the detective's revolver if they were dressed up as a detective (as opposed to YOU being dressed up as the detective).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1356 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 15:05:04 +00:00
polyxenitopalidou@gmail.com
62efcce291 •Enhanced tray attack(). Leaves blood now.
Fixed a warning with neophyte's last update.
prepared food vars in preparation of FUCKING SPRITES SOMEONE MAKE ME SOME and tray funcitonality.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1355 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 14:01:03 +00:00
tronaldnwn@hotmail.com
d374e58dc6 Fine then, don't see ghosts while high on mushrooms.
Apparently some one mentioned something about overlays, which I'll make work.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1354 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 11:57:21 +00:00
tronaldnwn@hotmail.com
eb390b5b72 I did one thing today.
I upgraded the chemical in liberty caps to be more robust in making people freak the hell out (rather than copy pasta spess drug code). It works at an incline, the more you put into someone, the stronger the effects.

All carbon lifeforms now will start to see ghosts when they have enough of the liberty cap reagent in them. As a unavoidable bug, they will also see cloaked people, due to how see invisibity works. But they will be too stoned out of their minds to do anything, me thinks.

Spess Tea now make you jitter less, because it is meant to calm people down.

Clown burgers now have 8 nutriment points, and a minor typo fix on the Fillet o Carp sandwich.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1353 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 11:01:22 +00:00
bizarre.babel@gmail.com
751defc8c8 Recreated the overlays for the cat ear gimmick item so that its color change could function correctly. Again.
Changed the commented out code as advised. It should all work as intended now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1352 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 02:19:18 +00:00
n3ophyt3
79ecd42fce The damage zone selector bit should properly highlight the groin when you have it targeted.
Apparently the cat ears gimmick item were supposed to match the hair color of the owner. So they do now. Included some commented-out code for when the sprites for the pink ear bits get located so they can be overlayed over the recolored icons as intended.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1351 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 01:26:54 +00:00
n3ophyt3
8d544eddb7 Since people complained at me about not being able to shoot people in the face anymore due to my revolver nerf (also that point-blank shooting at people on the ground accomplishes fuckall since the bullet passes over them), I have made bullets and lasers and the like able to be aimed at places other than the chest. Much like in melee combat, aiming for a bodypart other than the chest is NOT a guarantee that you will hit said bodypart. Helmets protect against shots to the head, and armor protects against shots to whatever body parts the armor is coded to cover.
Also I made the revolver point-blank shot work on people on the ground.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1350 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 00:29:44 +00:00
noisomehollow@lycos.com
50dd198fb5 When ninjas teleport into a living mob(s), that mob is gibbed. HIYA
Added emp pulse to ninjas powers (Ninja gear is not affected by EMP).
Ninja mask protects against flash (portable and set).
Ninja mask can toggle voice changer and vision modes (right click).
Ninjas can toggle stealth (right click suit).

Thermals and mesons no-longer give (slightly) better night vision.
Commented out tray sounds until we get the files uploaded so the game compiles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1349 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 00:10:16 +00:00
rastaf.zero@gmail.com
7db4226cd3 Fixed bug with healing when organ gets burn damage equal to brute damage.
Fixed bug with cyborgs death logging to database. They got logged every cycle producing thousands of fake deaths it statistics. Attention, statistics of deaths now requires to delete erroneous records, we need some sql-experienced programmer to do that correctly.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1348 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 21:09:26 +00:00
polyxenitopalidou@gmail.com
2457edfe0a •Fully fledged attack() proc for trays. Incoming attackby. This is being commited in preparation of the rest of the tray update.
•Slight fix to the 2001 space suit helmet, when downed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1347 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 20:03:21 +00:00
n3ophyt3@gmail.com
09ebc5a75f I hate special snowflakes update~
Assorted items no longer have special snowflake attack() code that lets them bypass the base attack() proc stun/KO chances. This mostly affected guns of assorted varieties, and was done mainly due to the fact that the code was both outdated and based on the horribly overpowered revolver code (which got commented out ages ago). 

If you want specifics, the only way to protect yourself from the special snowflake code is to be an admin and manually set the bitflag on your headgear to include the "8" bitflag, which was the "protects your head" bitflag in ancientcode. This was even if the attack wasn't actually targeting the head. Aside from that, there was also the problem that this special snowflake code left targets incapacitated for FAR longer than the base attack() proc would (60 ticks of life() for the pre-nerf revolver, 10-120 ticks for the energy gun). And again, this was with no way to protect yourself aside from being an admin and modifying the vars on your headgear.

Harmbatons, Harmtasers, and Death Nettles got to keep their snowflake code, but I modified it so you only get stunned if the attack makes it past any armor you're wearing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1346 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 18:09:59 +00:00
tronaldnwn@hotmail.com
a35199a44f Mining cyborgs now have turf vision, so they aren't mining blind anymore.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1344 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 16:26:47 +00:00
baloh.matevz
6b4ec6abf5 You can now make plaques from gold. Put a plaque on a wall and engrave an epitaph.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1341 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 09:59:02 +00:00
baloh.matevz
f412c71d92 Shuttle smooth walls' diagonal sprite now works for all floors.
It copies the icon_state of the floor nearby (with shuttle floors having higher priority) and applies the diagonal wall sprite as an overlay to that sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1338 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 08:18:21 +00:00
uhangi@gmail.com
927ace7779 Poop! We can now poop, just like on goonstation, making roleplay even more realistic! Features:
--The fatter you are, the more you poop
--Poop leaves behind genes if scanned, so you can tell who pooped
--You can feed people poop as a weapon
--You can only poop after you've eaten a considerable amount of it
--Can be flushed by toilets

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1337 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 06:59:21 +00:00
baloh.matevz
3af0095ff3 Small tweaks to smooth lattice code. (When you spend 4 hours working with lattice with a red dot in the middle, it becomes almost intuitive that the dot should be there.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1335 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 06:10:40 +00:00
baloh.matevz
64d33a6f0b - Smooth lattice added
- Lattice can no longer be placed on floors
- There can only be one lattice on each tile (no lattice stacking)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 05:34:25 +00:00
noisomehollow@lycos.com
539982ffa7 Updated ninjas. They now have three basic abilities, teleporting quickly (direction facing), precise teleporting (turf), and throwing smoke. No energy requirements or some other stuff at the moment.
Death Squads are now limited to Game Masters.
Ninjas can now be called by anyone above Trial Admin... or whatever it's going to be called.
The Mind Swap spell will not affect ninjas.
Corrected ninja names and titles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1332 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-01 23:49:10 +00:00
tronaldnwn@hotmail.com
2740242843 NASA void suit and helmet codded with custom sprites.
Modified some sprites:
Emergency oxygen in belt now has has hose transparency.
pickaxe and shovel now look bad ass (I will never ever replace the filler sprites with anything from mine craft again, honest). But the other picks are still Minecraft picks, because they are going to be replaced with reasonable pick types soon (except the diamond pick, which we must keep).

Still not adding the void suit to replace the red suit on the AI sat until most people give the go ahead.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1329 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-01 11:07:40 +00:00
noisomehollow@lycos.com
9a0ee1315a Space ninjas are now a thing that is in the game. Admin spawned only at the moment under fun, usable by host/Game Master. They don't come with any special powers (besides kickass equipment and being a ninja, c'mon) but I'll probably add some later. They are immune to facehuggers.
I've also divided their suit into parts as outlined in some topic I forgot about.
When ninjas spawn, they start in a location for space carp (in space). Getting to the station may prove somewhat difficult at this time.
Commented out the Voidsuit until it has unique sprites since I changed the ninja suit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1327 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 22:17:35 +00:00