Commit Graph

30 Commits

Author SHA1 Message Date
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
Admin changes:
     Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.


Gloves:
     You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.


Bugfixes:
     Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.

     I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).


Chemistry:
     Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him! 

     In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.


Have fun with that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:37:21 +00:00
noisomehollow@lycos.com
1dfe1cda8e #Fixed Chaplain hoodie sprite.
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 18:10:53 +00:00
noisomehollow@lycos.com
3ddae57d63 Wizard will now report if they mind swapped with a person after round completion. Or in other words, if they're in a different body than round start.
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now. 
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 03:01:43 +00:00
uporotiy
790f16f3d6 Cyborgs
Reduced amount of round-start cyborgs to 1.
Removed cyborg latejoining.
Added a 7 ds delay on cyborg laser guns.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1489 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 08:26:25 +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
bizarre.babel@gmail.com
860d4976f7 Cyborg at round start count dropped to 2 (with 10 votes) as per thread discussion. The winning vote (with 12 votes) was actually for 1 cyborg, but I feel this was made as overcompensation for the recent levels since there was little real argument in the thread discussion itself. Besides, it seems 2 cyborgs gives the AI something it hasn't had in AI Malfunction rounds in ages -- a fair shake.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1233 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 06:31:46 +00:00
n3ophyt3@gmail.com
25f60dfae8 Welding masks can now be flipped up to not cover your face via a nice shiny rightclick verb.
NOW STOP FIGHTING OVER THE DAMN GLOBAL VAR AND ADD SPRITES FOR THE FLIPPED-UP MASK.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1227 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-21 23:33:36 +00:00
bizarre.babel@gmail.com
013e3704ee Lowering the amount of round start borgs to 3. So we're up +1 from original.
Looking into a way to make it a percentage of round population.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1224 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 23:54:06 +00:00
bizarre.babel@gmail.com
b80a1bd055 New map is pointless without the .dme that includes it, derp derp.
Headset+Earphones=Earset. Because headphones is too long. Sprite request fulfilled.
Increased limits on cyborgs at round start. I still see people killing themselves to become cyborgs, so clearly it's in demand. On an average round this is potentially about 10% of the station, but that is lower than the number of potential engineers, security, or medical personnel by far.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1214 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 00:21:13 +00:00
bizarre.babel@gmail.com
74b90c6e84 Robotic Transformation's cure simplified so that maybe it'll work now.
Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 16:08:46 +00:00
baloh.matevz
156ba6bd99 Added a 'me' command which is the same as "say *custom" with it being set to visible.
After getting the general opinion of the coding staff I'm Re-Enacting welding masks tinting as on by default. Once the sprites are done, we can make the helmets be toggleable.

Added "say *wave"

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1201 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 02:04:29 +00:00
bizarre.babel@gmail.com
3b15b2d93c Welding mask change reverted.
Green lab coat can now be spawned.
Tweak to several sprites, nothing major.
Default sprite added to masks, so that some gimmick items may be spawned now.
Tea has a funnier name and description. Vending machine changed to "Hot" from "Warm" to better reflect contents.
Service Cyborgs can be picked! Shaker, dropper, tray, pen+paper for note/order taking and DOSH to show their class off. When emagged, Colonel Butlertron did it in Atmosia with the Energy Sword. Possibly bugged, must investigate further. (SoS authorized some live testing!)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1197 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-17 09:18:01 +00:00
baloh.matevz
cb843d95af - Welding masks now have the view range lowered by default
- You can add a photo to you ID (Just one tho)
- If you examine someone with a photo on his ID, it'll tell you it has a photo
- Commented out code which spawns a photo of you at round start/late join
- Moving Mining out of beta

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1193 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-16 06:02:42 +00:00
only.lurking@gmail.com
e27e4923fe Introduced forum account authentication system.
Added a new configuration .txt to enable forum database communication.
Every connected client receives a new verb to use this system, 'Activate Forum Account' as defined in forum_activation.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1173 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-10 06:47:43 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
rastaf.zero@gmail.com
2d443ca199 General bots-related code cleanup.
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
2011-02-15 20:09:12 +00:00
cagerrin@gmail.com
72af73347b Fix for unclickable everything.
(seems Neo missed a file when reverting)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1041 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 08:02:32 +00:00
baloh.matevz
3da17776ca MINING job added, world made, moving into BETA
ACCESS ASSIGNMENT fixed, If any further access problems develop, please report. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1038 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 02:06:47 +00:00
Skiedrake
098a5b73e2 One click queue system added, which affects gameplay completely.
Previously: After clicking on one thing, you could not click on another thing before 1 second had passed, and had to spam until 1 second had passed.
Now: After one click, if there's a second click right after, it will be queued and executed automatically after the 1 second has passed.

Tried to remove redundant DblClick() entries and changed them to QueueClick() where appropriate. Report for bugs.

Updated change log. :-)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1019 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 15:38:34 +00:00
rastaf.zero@gmail.com
ab2ddb2fa7 APC screwdriving bug fixed.
Experimental: welding helmet nerf. It now reduces view range. For now this feature is globally turned off by default. Admins in game can turn it on if they like it. See "debug" tab.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@897 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-21 22:47:27 +00:00
n3ophyt3@gmail.com
0821ff0773 Added a list that tracks changes to AI/cyborg laws, similar to the list that tracks signaler use
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@890 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-18 01:37:20 +00:00
Rygzengrho
fa8844dd49 New nutrition system:
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
2010-12-03 10:52:37 +00:00
n3ophyt3@gmail.com
da5bd7a49d Started work on some cyborg updates I've had planned for a while.
Cyborgs now only receive law changes from their AI when they check their laws. In practice, this only matters if the AI dies or is intelicarded (or if the borg's law sync wire is cut once I get that coded) in the time between the law being uploaded and the borg checking its laws.
  Cyborgs now have four wires that are randomized each round, much like in an airlock or APC. Currently, these wires do nothing and cannot be interacted with, but its getting late and I need sleep.
    It is planned for one of these wires to control law syncing, another to control AI linkage, and the other two to either do nothing or short out the powercell
  Moved the borg/ai law-related code to separate files for convenience

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@429 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-16 07:13:32 +00:00
musketstgstation@gmail.com
67163de36c Bunch of fixes to late-joining, including that Cargo Tech will be available and it won't spawn extra QMs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@416 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-13 23:40:09 +00:00
panurgomatic
fad29b3a83 - Something like a global map for extended and sandbox gamemodes. Explore space, blow up the asteroids, collect resources, build your own station. WIP
- Exosuit object. Patrially working. WIP.
- Disease transmission on touch
- Various minor changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@386 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-09 03:18:25 +00:00
panurgomatic
c0c940db6a - Slightly rewrote the diseases. Spreading, stage updates, etc. Check the diffs if you want details.
- Fixed wizarditis teleport lagggggg

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@339 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-21 03:23:10 +00:00
uhangi@gmail.com
1fc3829bc6 More admin thunderdome stuff. Added teleport to observer and admin areas, also teleporting to the thunderdome now drops all of your crap.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@91 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-12 23:11:58 +00:00
only.lurking@gmail.com
6041ec5c69 Centralized SQL configuration data into dbconfig.txt. Server hosts should never have to edit their source to get their MySQL servers talking to SS13, now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@57 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-05 04:29:17 +00:00
musketstgstation@gmail.com
df4fa001be Turned the non-functional Engineering Engine Monitor PDA app into a remote power monitor. Requires a functioning power monitor computer, if it's broken another should take over automatically if it exists or when you build one. First one to start up is the one that sends data to PDAs for now. Tested multiple power monitors at once, bombing and replacing computer. Didn't test dismantling the computer to see if that triggers the breaking code because it doesn't seem to be possible with this version of the power monitor.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4 316c924e-a436-60f5-8080-3fe189b3f50e
2010-08-26 01:49:57 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00