Commit Graph

1547 Commits

Author SHA1 Message Date
baloh.matevz
9b46819b80 Twohanded weapons are now more generalized. You can make any weapon twohanded just by setting twohanded = 1. Also fixed the throwing of twohanded weapons as well as dropping. The offhand thing should no longer cause problems. Report any bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1615 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-24 15:07:51 +00:00
noisomehollow@lycos.com
fd0133d920 Fixed a bug from 1607. Observing and the like should work properly now regardless of config. May need more testing but looks solid on my end.
DONT_DEL_NEWMOB in config.txt is no longer necessary and you can remove it entirely.
Respawn character now uses ckey() matching so it doesn't matter what case you type in a person's key. It also takes into account space ninjas and death commandos if you want to respawn them. Also fixed a few bugs dealing with special roles.
Revised code for checking security records and added missing ranks as per bug report by Magicbones.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1614 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-23 23:35:31 +00:00
uporotiy
a80286a584 Mining
Fixed a small mapping mistake. Also, the locker is still chef-access only. Whoops.
 Singularity
Singularities now can "target" something, which makes them aim towards it instead of wandering around.
Added an adminspawnable singularity beacon which automatically targets all singularities on itself.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1612 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-23 17:42:17 +00:00
n3ophyt3
cd06be4fcb Department (and command) radio frequencies are no longer shown by their frequency (which you can't manually set a radio to anyway), but rather the department they belong to. This lets people with multi-channel headsets better keep track of conversations.
Logs of my testing:

Gustavo King says, "test"
Gustavo King  [145.9] says, "test"
Gustavo King says, "test"
Gustavo King  [Command] says, "test"
Gustavo King says, "test"
Gustavo King  [Security] says, "test"
Gustavo King says, "test"
Gustavo King  [Command] says, "test"
Gustavo King says, "test"
Gustavo King  [Medical] says, "test"
Gustavo King says, "test"
Gustavo King  [Mining] says, "test"

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1610 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-23 01:15:48 +00:00
noisomehollow@lycos.com
4fc55bcd00 Changed holopad speaking to :h on request.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1609 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-23 00:13:07 +00:00
noisomehollow@lycos.com
e68ce8721f #Finished the respawn_character proc. Use it to quickly bring a player back into the game with their previous character if they were gibbed/deleted. If you want them to make a new character, kick them out and let them rejoin. Can also be used to quickly enter the game by admins and the like. It's fairly robust so you can read the code to find out what it does (and does not).
#Added a locked list to datacore in order to track character spawn, particularly for respawn_character(). May be useful in the future.
#Added a proc to randomize appearance for any human mob, randomize_appearance_for(mob). It will not take into account gender as you will have to provide it. Names and so on are also randomized but that can be overwritten in the code following.
#Added AI holopads around the station. To use as the AI: click on the pad to center view on it. Click again to activate the hologram. Move it with the directional keys. You can still interact with objects normally. To remove it, either move it too far out or click the pad again. Use robot talk to directly speak through the holopad (and only the holopad, unlike regular robot speak). Could be added on to (like different images for different AIs) but it's basically finished.
#Fixed a bugged message on changeling transformation sting. It will no longer give away your identity.
#Made law datum a silicon define. var/datum/ai_laws/laws.
#A few more ninja adjustments. Added a new view mode for the ninja mask, allowing to see special roles and a few other things.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1608 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-22 23:48:29 +00:00
noisomehollow@lycos.com
a9d2227518 #Added an check for range/items when trying to insert an ID card/update info into a PDA. It should no longer run time error.
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 05:06:53 +00:00
uporotiy
b318f77795 Mining
Mineral walls added (not buildable yet).
Mineral doors are now actually destructible.
Expanded the outpost, adding a small cafeteria and botany area.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1606 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 04:22:39 +00:00
cagerrin@gmail.com
8295e9efab CHANGELOG UPDATED
-Borg parts are now built by exosuit fabricator, meaning they can be queued and benefit from time/material cost reduction via research.
-Removed borg fabricators as a consequence, and added second exosuit fabricator.
-Exosuit fabricator uses borg fabricator sprite from r1596, which now has loading overlays for all materials.
-Moved fabricator sprite and overlays from surgery.dmi into robotics.dmi, as they aren't surgery-related.
-Borg parts are slightly cheaper, as the exosuit fabricator converts material sheet values differently than the borg fab, and borg parts were slightly more expensive than a Ripley with the cost copied from robot_fabricator.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1605 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-20 06:10:34 +00:00
n3ophyt3
33bdb0b34d MMIs are now properly buildable with the mecha fabricator.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1604 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-19 23:48:22 +00:00
n3ophyt3
e81be0b5f2 AI cores should now block movement.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1603 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-19 22:56:40 +00:00
mport2004@gmail.com
deec0de7d0 Fixed the Field Gen power issue and added Aygar's /machine docs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1602 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-19 15:13:38 +00:00
baloh.matevz
3de2daf544 Mining satchels now fit in rig suit storage, on belts and in pockets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1598 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-17 23:54:50 +00:00
panurgomatic
1b8037b614 - Paint. Currently, only turfs can be recolored.
Warning: I have no idea how well it'll work on populated server - meaning, it may cause lags. In that case, I'll try to optimize it better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1597 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-17 20:12:43 +00:00
cagerrin@gmail.com
32d635c8cb -Updated robot fabricator sprite to be more in-line with other fabricators.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1596 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-17 00:16:57 +00:00
baloh.matevz
387745bdbf - You can now build on asteroid floors by placing a tile on them.
- Asteroid floors are now defined as /turf/simulated/floor/plating/airless/asteroid. So they now act as plating.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1595 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 14:36:29 +00:00
uporotiy
e086aadfaf Mining
Added sandstone. You get it by clicking a sand... block, I guess? with itself, and it'll convert the sand and all sand on that tile to sandstone bricks.
Added mineral doors. They have a cool sound effect, can't be opened by AI or critters (including bots, carps and huggers), but can't be locked either.
Blatantly stole DF music for ambience because I'm a dick :33
 Chapel
Removed imperium something robes. Just... no.
 Crayons
Added the ability to draw graffiti and letters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1594 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 12:42:12 +00:00
baloh.matevz
54c3b3ad90 Cables now come in four colors: Red, yellow, green and blue. Engineer belts spawn with either red or yellow ones while electrical toolboxes spawn with any color. All three coils in a toolbox are the same color.
Also yes, yes, if you are really bothered by the fact that picking up a green wire piece with a blue coil will result in all of them being blue then that's fine, but I really think it's more than good enough for a game. It will also allow people who want to use a particular color the abbility to get enough wire pieces of it without unneeded problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1593 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 03:39:38 +00:00
baloh.matevz
c4a3bbe5c6 Cables can now be placed more freely. If there is a cable going from south to east and you wish to place a cable from south to center it will now allow you to do this. It now only checks if there is identical wire on a tile already to prevent two identical pieces from being placed one on top of the other.
This should make wiring tight places slightly easier as well as more possibilities for wire art. Enjoy. Can't wait to see your whacky library wire-runes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1592 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 01:36:39 +00:00
KFFFF00
4c7c80885e Made talismans unusable by non-cultists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1591 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 00:12:21 +00:00
KFFFF00
1aeb0406e7 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1589 316c924e-a436-60f5-8080-3fe189b3f50e 2011-05-15 20:43:38 +00:00
n3ophyt3
54f5aca8c9 Armor Overhaul, phase 3.
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
2011-05-15 18:01:40 +00:00
baloh.matevz
911372623e Attack log should now work. Please report and bugs you might find.
It should report attacking for most weapons. Some (health analyzer, weed killer and such) have been skipped.

As far as guns go it logs shots by and at for tasers, laser guns and energy guns.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1586 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-15 01:11:31 +00:00
baloh.matevz
8e112f64f4 Grass floor is coded. Not present in the game yet tho.
URIST, make it growable in hydroponics. Thx, love ya.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1585 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 22:17:59 +00:00
KFFFF00
1368a431cf CHANGELOG UPDATED.
New rune! Stun rune. When used as rune, briefly stuns everyone around (including cultists). When imbued into a talisman, hit someone to stun and briefly mute them. Spawnable with the starter talisman.
Imbue rune doesn't disappear after succesful invocation, only the source rune.
Chaplain's bible now has 20% chance to convert a cultist (was 10%), and gives a message on success.
Lots of typos and errors fixed in the tome text.
Wrapping paper added to mailroom.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1584 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 20:54:34 +00:00
baloh.matevz
cea7302b08 Smooth tables added
Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)

To achieve this I had to reverse all sprite directions in the dmi file, this means that on the dreammaker map, every single table piece faces the exact opposite way. I will fix this on monday but can't at the moment. There are no issues on the map tho as all the dirs get recalculated at map load and whenever an adjacent (cardinal or diagonal) table is created or deleted.

Ingame I removed the annoying CORNER/SIDE/ALONE, EAST/WEST/N... blabla menu as it determines this by itself now.

So yeah, smooth tables.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1583 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 17:10:19 +00:00
uporotiy
b03a4c2594 Organs v0.03. The very basic version of the organ system, uploaded mostly for convenience.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1582 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 14:30:46 +00:00
n3ophyt3
c3498bbeaa It is now possible to have asymmetric armor. (that is, armor that only covers the left or right limb, as opposed to both)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1580 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 00:10:17 +00:00
n3ophyt3
d1ee3698f5 Fixed a bug related to melee combat that has existed since revision 2, and was unintentionally made worse in revision 1418.
The bug consisted of attacks only causing damage if the attack also causes stunning/weakening. Originally the bug only affected groin shots, but was spread to chest attacks in rev1418.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1579 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 23:45:00 +00:00
morikou@gmail.com
18538be0f8 ChemLab 13 update:
- In containers where there isn't a perfect ratio of reagents, reactions won't consume ALL of the related reagents (so if you mix 10 anti-toxin with 20 inaprovaline, you get 10 tricordrazine and 10 inaprovaline rather then just 10 tricodrazine).
- NOTE TO CODERS: I couldn't find a clean way around this (and this is true with the old code) but if two reactions are possible with a given combination of reagents, the one listed first in Chemistry-Recipes.dm reacts first. However, it's been changed so that if there are reactions X and Y (in that order) and Y makes a reagent required in X, you'll still get reaction X (before, reaction X would just be ignored). I guess this is a semi-bugfix.
- New reaction variable: required_catalysts. Catalysts are reagents required for a reaction to occur. However, unlike required_reagents, catalysts are NOT consumed as part of the reaction. A few reactions were changed as a result and more might be in the future. If coders want some but not all of a catalyst to be consumed in a reaction, just have the reagent appear in both required_reagents and required_catalysts. It won't break anything.
- Because of the addition of catalysts, all recipes that require Universal Enzyme now require 5 units of the enzyme but the enzyme isn't consumed (So Tofu, Cheese, Moonshine, Wine, Vodka, and Kahlua recipes).
- Sterilzine reaction now works properly (it's anti_toxin, not anti-toxin).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1578 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 15:23:46 +00:00
noisomehollow@lycos.com
e7d8a28fd4 #Reverted default religion to Space Christianity. SS13 is not 40k and the Imperium is not mentioned anywhere in the [tgstation] backstory as far as I know. It's fine if that's what you want to worship but it does not make a lot of sense for it to be the default option.
#A few specific religions will now spawn unique books (they all use the Bible sprite). Feel free to expand on this.
#AIs and cyborgs will now get the code phrases if they are a traitor. Rev heads will no-longer get them. Finally, rev heads will properly equip their items if admin-made.
#Added field generator code improvements by Aygar.
#Added a general turf proc to kill mobs/creatures in a tile, kill_creatures(). Might be useful in the future if more creatures are added.
#Added a general teleport proc, get_teleport_loc(). Supports only 4 directions of movement.
#More code improvements to ninjas. Admins will now only spawn player ghosts as ninjas. No more admin ninjas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1577 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 08:30:05 +00:00
cagerrin@gmail.com
b11b745a52 -New service-borg sprite option.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1576 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 00:17:13 +00:00
n3ophyt3
8d71536127 Cyborgs finally drop their MMI when gibbed like they were supposed to back when I added MMIs. Round-start cyborgs use whatever name you have selected for your character for the brain that gets spawned for them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1575 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 22:59:49 +00:00
n3ophyt3
d095d82697 Oh lordy I removed the wrong )s when I changed the melee code, sorry about that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1574 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 21:20:34 +00:00
panurgomatic
346ca5c362 - Started work on Phazon alien exosuit
- Lowered cost of Durand parts.
- Some helper procs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1573 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 12:08:14 +00:00
uporotiy
36ce234621 ACTUALLY fixed the memory leak. Goddomot copytext() why you so confusing.
Also, the huds now show wanted/prisoner status.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1572 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 10:41:36 +00:00
n3ophyt3
6fe7d049b1 If I change protection from ebow to check the "rad" protection value instead of "bio", it helps if I add such a value to the armor var in clothing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1571 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 01:31:11 +00:00
n3ophyt3
550ac659e0 Armor Overhaul, phase 2
Rewrote the armor checking proc, it now checks mask, head, jumpsuit, gloves, shoes, and suit slot for armor values, and selects the most protective item that covers the targeted area. This means that phase 3 is going to be a pain in my ass, since a lot more things can actually matter in terms of armor values.

 Also included a full-body armor check, which checks ALL bodyparts for protective values, and averages them out. This is currently only used for explosions, and mainly only means you now also have to actually wear the bomb suit hat to be considered fully protected (though the suit alone still provides a 90% chance of not getting gibbed from a max-severity explosion)

As with phase 1, testing consisted of attacking myself and standing in turrets, and also included dropping explosions on myself while in a bombsuit since I changed the bombsuit code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1570 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 00:00:16 +00:00
uporotiy
8ec4abe6e1 I accidentally a memory leak.
Anyhow, HUDs' memory leak fixed, also security HUD added (only shows current ID assignment for now, gotta figure out why it doesn't want to show the arrest/prisoner status).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1569 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-11 20:06:24 +00:00
rastaf.zero@gmail.com
e84f4ad519 Update by Lagius:
Admins cat see if other admin has left the game.
The game actually checks for configuration variable guest_jobban  (still be turned on by default).
Added white list for heads and some non-heads (as in guest jobbans). Add keys to file data/whitelist.txt and turn on the option USEWHITELIST in config.txt.
Cyborgs were added to the list of important jobs (for guests jobbans and whitelist).


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1568 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-11 19:31:59 +00:00
noisomehollow@lycos.com
73e160cf26 A few more ninja bugs fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1567 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-11 04:22:08 +00:00
noisomehollow@lycos.com
1d8dea2337 AI's that do not name themselves after 20 seconds will default to their starting name.
Added a direction finding algorithm for target, get_dir_to(). Mostly useful for positioning sprites in relation to a target. Such as energy beams, lines, and so on.
Changes to ninjas. Fixed a bunch of bugs and finished content. It is now possible to drag people with you when phase jaunting/shifting. Jaunting/shifting should also kill livestock, huggers, and damage mechs.
Renamed /obj/spell path to obj/proc_holder/spell in order to have a generic proc_holder category. For now it only works for the AI but can be expanded to other mobs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1566 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-11 02:01:30 +00:00
Superxpdude@gmail.com
eee1da7cd9 Fixed a bug where people could still late-join as mail sorter.
Mail sorter has been removed from the late-join list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1565 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-10 20:57:32 +00:00
tronaldnwn@hotmail.com
90f747ffd9 Bug fixes (due to minor typos):
- Basic Drills Now can be made
- Flame throwers give plasma research
- Plasma cutters give plasma research

Fluff Text change:
- Lights out event: The fluff text now is that an "Electrical Storm" causes the lights to overload, and Nanotrasen isn't blowing out expensive lights randomly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1563 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-10 04:46:04 +00:00
cagerrin@gmail.com
779883c1c2 -Added proper frame sprites for the Durand so it isn't re-using the Gygax frame
-Added frame sprites for the Phazon.
-Added digital/manual T-valve and 4-way manifold sprites for Hawk's atmo project.
-Updated library binder and bigscanner sprites so they aren't flat.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1562 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-10 01:10:24 +00:00
n3ophyt3
7a2647afb4 Armor overhaul, phase 1.
Armor protection rates are now handled by checking the var I added to obj/item/clothing instead of static percentile chances in the robusting code. What this means for the future is armors that differ in more than just bodyparts protected.

 Currently, all armors/helmets are running off the same set of protective values, which are roughly identical to the old hardcoded ones. a future phase will juggle these numbers around.

 What this means for right now:
  *Melee attacks to the chest/groin are slightly more likely to succeed than before. (80%-force block chance instead of 90%-force)
  *Bullets are slightly more likely to penetrate armor than before. (60% block/30% partial instead of 70%/40%)
  *Alien spit/e-crossbow bolts have a 10% chance of being blocked by armor.

Lasers/Pulse Rifles/Tasers have unchanged values, as do melee head/arm/leg/hand/foot shots.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1561 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-10 00:13:04 +00:00
noisomehollow@lycos.com
cc12a2f08b Added a transfer_ai() proc to easily transfer AIs between objects, provided the mobile object has a flush variable.
Probably fixed AI-ninja suit transfer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1559 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 20:50:39 +00:00
noisomehollow@lycos.com
ab87c76da1 #Beta: added code phrases for traitors which consist of the code phrase and the code response (which consist of a sequence of words). They are meant to flow into a regular conversation in the sequence provided. There is also a small chance that a traitor may not know either phrase or response, or both.
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.

#Added new mech sprite.

#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.

#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 09:45:56 +00:00
uporotiy
6b3ff55761 Set biomass and glowshroom procs to background. Lessee if that helps. It should.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1557 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 08:12:57 +00:00
baloh.matevz
d5df479186 'herpA told me to code this at 5AM' update...
Walls taken down with thermite now leave a hole in a wall instead of completely removing the wall. To fix it use the crowbar on it to remove the (broken) tiles and place a new tile on it

floors.dmi now contains:
- The new hole in wall sprite (i think veyveyr made it),
- A red, yellow, green and dark blue version of the light floor sprites. These are not ingame yet.
- Sidings, which are not anywhere in code yet but just so the names are reserved for when I finally get around to coding them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1555 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 04:42:13 +00:00