traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the
different faction datums. They don't do anything yet.
- I completely ported mob/var/mutations from a bitfield to a generic list.
Mutation enumerated-identifiers are added into this list. For instance, TK = 1,
COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise
operations could not actually be used after a certain size (because BYOND is
stuck in the 16bit era).
- I've added in completely-functional nano-augmentations. Check under
implantnanoaug.dm for a list of implants and implaners. As mentioned previously,
they are completely functional but may be slightly OP. Among these nanoaugs are
Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer,
Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't
go into detail as to what they do, but hopefully they should be self-
explanitory. If not, check out their descriptions in the file previously
mentioned.
- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg
file.
- New telecomms bus mainframe sprite, thanks to WJohnston.
- New holdable shield, sprites courtesy of Muncher (i had to mangle the side
sprites because of a technical little issue. I'll change it back to the original
soon). It can be retracted and expanded. Probably only going to be given to
traitors.
- A couple of minor bugfixes here and there, along with some code tidying.
Hope this isn't too large a commit. I intended it to be MUCH larger, but I've
decided to split up my Traitor Factions expansion into smaller commits.
Revision: r3692
Author: vageyenaman
- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!
This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: baloh.matevz
-Added two new syndicate bundles
-Reduced cost of thermals to 3 telecrystals (formerly 4)
-Singularity Beacons are now spawned from a smaller, portable device.
-CMO and QM jumpsuits made more unique.
-Updated Cargo Tech jumpsuit and sprite
-Edited Warden's jumpsuit striping to match his jacket
-Added WJohnston's CMO bio hood
-Bug fixes for Nodrak's Random button (Still not actually in. - Erthilo)
-Fixed misaligned downed sprites for HoS's coat and medical scrubs
-Reduced number of scrubs in medical lockers, randomized their colours
Revision: r3599 & r3601
Author: ericgfw...@hotmail.com
- All traitor items are available in the random button so long as you have the
crystals to purchase it.
- This means it's possible (though very unlikely) to get 5 sets of revolver
ammo.
- It's RANDOM, don't expect great stuff every time.
Made startSinglo() a game-master only verb in the debug tab.
- It is incredibly useful and time saving when testing stuff out before
committing.
Added borgs, AIs and dead players to the list of protected paths in the delete
all verb.
- Unless someone can give me a valid reason as to why an admin would delete all
ghosts.
Revision: r3595
Author: johnsonmt88