- attackby uses a 1s delay,
- attack_hand and varieties and attack_self use a 0.2 second delay,
- clicking the HUD has a 0.2 second delay,
Items with the USEDELAY flag set the attackby delay to 2s.
Items with the NODELAY flag set the attackby delay to 0.2s.
Items without either of the two flags (most) use the standard 1s delay.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2262 316c924e-a436-60f5-8080-3fe189b3f50e
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
Added a toggle option to be a pAI (much like you can for aliens.) Changed popup window into an alert() and added a "never for this round" button in it. Can permanently set whether or not you want to be a pAI in your save (might not work as intended, only did mild testing, I cannot into bitwise operations.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2162 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed some spelling and grammar errors.
Tweaked the cost of Large Energy Crossbow designs.
Fixed a bug where people would generate two manifest entries when they late-joined. Annoying as fuck.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1966 316c924e-a436-60f5-8080-3fe189b3f50e
Currently there are three - PASSTABLE, PASSGLASS and PASSGRILLE. PASSTABLE - same as TABLEPASS, PASSGRILLE - can this atom pass through grilles and PASSGLASS - can this atom pass through windows, glass doors, etc. Most can_pass() procs were updated.
Added checkpass atom proc to check if this atom has certain pass_flag set.
- Added proc/sanitize_simple() and proc/strip_html_simple(). sanitize_simple does not html_encode the string and strip_html_simple does not sanitize it. Additionally, sanitize_simple and sanitize can take associative list of key-val chars as second argument, where key is char to searh for and val is replacement.
- Added datum/gas_mixture/proc/return_volume() and datum/gas_mixture/proc/return_temperature().
- Added proc/tg_text2list() and proc/tg_list2text(). tg_list2text is slower then dd_list2text, but processes associative lists differently (it adds not the keys, but associated values). tg_text2list is somewhat faster then dd_text2list.
- Added proc/listclearnulls(), proc/difflist(), proc/intersectlist() and proc/uniquemergelist(). Check the code comments for more info.
- Mechs can hold 3 equipment pieces. Gygax can hold 4.
- Tweaked global_iterator CRASH report.
- Fixed mech pilot ejection if mecha was destroyed.
- Fixed mech fabricator process() waiting for sync() to finish.
- Fixed mech fabricator Topic() waiting for process_queue() to finish.
- Some bugixes related to global map and random sectors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1722 316c924e-a436-60f5-8080-3fe189b3f50e
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.
For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.
For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.
Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.
Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
Whether a z-level is accessible through space travel is now defined in a variable (in code/setup.dm):
var/list/accessable_z_levels = list("1" = 10, "3" = 15, "4" = 60, "5" = 15)
The string is the z-level number and the other one is the chance for travel.
Currently, whenever you get to the edge of the map:
10% chance of getting to SS13.
15% chance of getting to the AI sat. (Hopefully will discourage borgs from jumping out the airlock in hope of getting to the AI sat)
60% chance of getting to the derelict.
15% chance of getting to the mining level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1672 316c924e-a436-60f5-8080-3fe189b3f50e
Went through and added armor values to shit.
#Jumpsuits have very light (2%) laser/taser protection.
#Security (includes warden, HoS, and detective) and nuke team jumpsuits have some melee/bullet/bomb protection, as well as slightly higher (5% total) laser/taser protection
#Medical jumpsuits have light bio protection
#Engineering jumpsuits have light radiation protection (also light laser protection, since emitters fall under laser protection)
#Security's bomb/biosuits are more armored than nonsecurity variants.
#Biosuits block alium spit
#Detective's coat has some degree of protectiveness now, but not as much as regular armor
#Labcoats are similar to biosuits, but not as effective
#Real wizard robes are magical, applying a measure of protection to the entire body.
#Fake wizard robes are less magical, applying very little protection only to the covered body parts
THESE VALUES ARE RELATIVE TO THE OLD VALUES, SINCE THESE THINGS HAVE ALWAYS BEEN PROTECTIVE
#Armor vests are slightly worse at melee/bullet protection, but slightly better against laser/taser
#HoS/thunderdome armor is slightly better at laser/taser
#Captain's armor is worse at melee than armor vest, but better than it at laser/taser.
#Swat/heavy armor is better against laser/taser
#RIG has some armoring
#syndicate/ninja/pirate spacesuits have slightly better armoring than RIG
#Helmets/gloves/shoes have armor values to match the suit they go with (armor vests for generic helmets)
##This means that spacesuit helmets/hardhats/weldingmasks are no longer far more protective than they have any right to be.
#Insulated gloves are pretty good at blocking taser shots if anyone happens to be aiming at your hands.
Might have missed a few things, this was a lot of numbers.
Also, sorted head.dmi so sprites are properly paired up.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1588 316c924e-a436-60f5-8080-3fe189b3f50e
- Adjusted OnConsume proc in food so that it occurs before the check to see if the item is finished (so that you can do triggers whenever you take a bite rather then only when it's completely eaten). Adjusted existing food items so that they still work the same.
- Eating popcorn now has a random chance of having the user accidentally bite on an un-popped kernel. This doesn't do anything other then give the user a message though.
- Kabobs now return the bar used to make them.
- New atom flag: NOREACT. Reagents stored in objects, mobs, and turfs that have this flag do not react. Right now, only the microwave and mobs have this effect (only mobs had this effect before). It's intended to simplify devices that use reagents. ADMIN NOTE: You can remove this flag from people if you feel like being a dick.
- NOREACT flag automatically gets removed on death. (Commented out for now)
- Removed a flag on certain mobs that wasn't actually doing anything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1459 316c924e-a436-60f5-8080-3fe189b3f50e
Medibot sprite fixed.
Aliens now attack bots instead of opening control window.
All bots can be damaged and repaired.
All bots are effected to EMP now.
Asteroids generation was tuned to do not spawn asteroid on z-level edges.
Enabling admin verbs now wont turn on deadchat if it was turned off.
An emergency toolbox now contain a red crowbar.
Mime job is now available to join as.
Added radio channel for miners, use :h or :d ("diggers" lol) as shortcut.
Added radio channel for cargo techs, use :h or :q as shortcut.
Added a personal headsets to HoP and QM.
Some unrelated runtime errors was fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1050 316c924e-a436-60f5-8080-3fe189b3f50e
- Added ID check for mechs.
- Custom mouse pointer test for combat mechs.
- Fixed atmo tank injectors showing "On hold" forever.
- Made max metal, glass and rods stack amounts global constants for easy tweaking.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@576 316c924e-a436-60f5-8080-3fe189b3f50e
Added check if you already ate something but it was not yet metabolized. It's harder to overeat now.
Improved the random look generator. Now it takes in account real-life statistics of skin tone and blood group distribution, and has different colors.
Fixed bug that sprinkles did not metabolized in non-security body.
Made rig suit to be proper space suit.
Cleaned some code
Made mopbucket to have 100 volume.
Added radio report diagnostic verb (but with no effect for now)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@551 316c924e-a436-60f5-8080-3fe189b3f50e
Raised fattening plank by 2.5 times.
Lowered the speed decreasement by 2 times.
Added "random look" option in character creation screen. The colors are weightd towards natural, but there's always a chance of "punk" coloring.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@542 316c924e-a436-60f5-8080-3fe189b3f50e
Proper assembly for ED-209 is "Frame - Metal sheet - leg - leg - weld - security vest - helmet - proximity - wires - taser - *screwdriver* - battery".
Tweaked some hunger-related values.
Fixed nutrition icon.
Made slower metabolism 10 times slower than normal.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@531 316c924e-a436-60f5-8080-3fe189b3f50e
UI icon for your nutrition status. If not working - will be fixed a little later.
Walking makes you hungry faster. Running makes you hungry even faster.
Big hunger makes you slower.
Overeating for a prolonged period makes you fat.
Meat from gibber depends on nutrition of person who was put into it. Fatties go first.
If a person is in a sleeper or Cryo Cell, all his processes running 5 times slower.
Fixed bug when multiple persons could move into one sleeper.
Warden is now choosable after the game started.
Added ED-209 assembly process. Frame - Metal sheet - leg - leg - weld - security vest - helmet - proximity - wires - taser - battery. Security should reprogram it to patrol after that.
Added ED-209 sounds.
Added Airlock Electronics. When you want to make airlock - you take one, swipe your ID, if it is ok, you choose desired access and put it into the assembly instead of multitool. Also when disassembling, you get one.
Added prototype of chemical explosions system. WIP.
Added Imidazoline, Glycerol, Niroglicerin.
Added Explosion verb to the admins.
Added Attack Log verb. Does not work yet. WIP
Added output of jobban messages to the jobbaned person.
Standing/lying icon updates accordingly to your state.
Bucket now has volume 90. It was strange that beaker was larger than a bucket.
Changed Master Controller to introduce the new status output - loop frequency. If it will lag - revert just master controller file back.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@522 316c924e-a436-60f5-8080-3fe189b3f50e
- Healing on all food items have been adjusted. This means food heals for more generally (also because the old code always healed 1 damage regardless of what the food was designed to do). The strength of secondary effects (such as heat from chilis or the extra healing from donuts) has generally changed (donk pockets currently only heal their basic amount, I think).
- Poisonous shrooms are still potentially lethal but you'll have time to respond to their effect.
- Redundancies removed from all over the place.
- New reagents: Nutriment, Ketchup, Soy Sauce, Salt, Pepper, Capsaicin Oil, Frost Oil, Amatoxin, Psilocybin, Sprinkles
- Preparation for condiments
- Fixed Gulp_Size related stuff.
- New Food Item: Chaos Donut: 1 Hot Sauce + 1 Cold Sauce + 1 Flour + 1 Egg. Has a variable effect. NOT DEADLY (usually).
- New Drug: Ethylredoxrazine: Carbon + Oxygen + Anti-Toxin. Binds strongly with Ethanol *HINT*
- Changelog updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@423 316c924e-a436-60f5-8080-3fe189b3f50e
- Added disease longevity
- Added magboots. They prevent slipping. In space or on wet floors. Found in EVA.
- Small meteor fixes.
- Some comments and general faggotry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@364 316c924e-a436-60f5-8080-3fe189b3f50e
Reverted air code configurations to default settings (originally changed to reduce lag at the cost of atmospheric accuracy.)
Modified drop_bomb() to use explosion(), now provides greater control over the explosion to the user.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@40 316c924e-a436-60f5-8080-3fe189b3f50e