The blue version functions as wizard robes and spawns on the wizard's shuttle, the red versions replace the old cultist robe sprites.
Cultists now each start with join/blood/self instead of one random word each.
Cultist supply talisman now has five uses and can spawn armor talismans.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2749 316c924e-a436-60f5-8080-3fe189b3f50e
Instead, the spellbook simply starts with an extra use. This will save you the trouble of re-memorizing if you do not want to take ethereal jaunt.
Put an Ion Rifle on the nuke ops shuttle which will hopefully help with nuke teams getting routinely destroyed by sec borgs.
Fixed a wizard spawn message which referred to a no longer existing item (it mentioned "two" artifacts in your pockets,though you no longer spawn with a scrying gem)
Added Magus Helm sprites/object, which as of now does not spawn and is just an alternative wizard hat (counts for spell requirements).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2743 316c924e-a436-60f5-8080-3fe189b3f50e
Can now build Staff of Change turrets
Staff of Change onback sprites added, Staff now fits onback.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2742 316c924e-a436-60f5-8080-3fe189b3f50e
The Wizard Spellbook has a new subsection: Artefacts. Artefacts are items with special properties that the wizard can purchase as an alternative to spells (one artefact costs as much as one spell)
Currently the only Artefact is the Staff of Change, more to follow.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2739 316c924e-a436-60f5-8080-3fe189b3f50e
moved cloning-related computers to a new dm in game/machinery/computer/
switched dna modifiers from machinery/ to machinery/computer
fixed issue 243
fixed a bug that using a screwdriver on a teleporter beacon would move the beacon in your hand and make the screwdriver unusable/undroppable
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2734 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new projectile "bolt of change."
When struck by a bolt of change, a mob will be randomly transformed into one of the following:
-Alien (Drone/Sentinel/Hunter)
-Metroid (Adult/Baby)
-Cyborg
-Monkey
The staff is admin only as of now.
Fixed some bits on the salvage shuttle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2731 316c924e-a436-60f5-8080-3fe189b3f50e
uploaded an old item.dm, this should be the right one (should be meaning it is because i just made super sure)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2712 316c924e-a436-60f5-8080-3fe189b3f50e
So the text you now see at the start is...
The current game mode is - Traitor!
There is a syndicate traitor on the station. Do not let the traitor succeed!
You are the Chemist.
As the Chemist you answer directly to the chief medical officer and the research director. Special circumstances may change this.
Added this to the changelog.
If other servers wish to change this they can just do so by editing the supervisors variables in the files in
code/game/jobs/job/
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2709 316c924e-a436-60f5-8080-3fe189b3f50e
- Stopped an exploit to get to centcom (for justice)
- Added 5 second cooldown to printing requisition to stop spam (also for justice)
- Atmos pipes are now backpackable and do damage because they're FUCKING PIPES (not really for justice but just a pet peeve)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2700 316c924e-a436-60f5-8080-3fe189b3f50e
Possessing and then releasing something restores your original name. Works even if you possess several things one after another as well as if you release an object without having possessed it in the first place.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2699 316c924e-a436-60f5-8080-3fe189b3f50e
This adds the contents of the details variable at the end of the variable, which is defined in the variable variable. You know this last line makes perfect sense.
It also adds a space between what is already in details and what you're adding.
in effect it's a
s += " content"
Added an autogibber. If you bump into it from the right end, it gibs you.
Added an exit into space at engineering, by the escape pod.
- External airlocks require engineering + external access
- pod airlocks don't require any access
Added an exit into space at the pod in security
- External airlocks require security + external access
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2698 316c924e-a436-60f5-8080-3fe189b3f50e
Mail delivery via disposals should now go to the correct locations.
Fixed the lack of t-ray sprites for the sort junctions.
Fixed issue 225. The delay shouldn't be a problem for actual atmos techs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2684 316c924e-a436-60f5-8080-3fe189b3f50e
Click in hand to toggle on/off (like a cloaking device).
When worn and activated, successfully blocked attacks will cause the wearer to warp randomly up to 8 tiles.
EMPs will disable it.
Values may need tweaking to balance the armour.
One set now spawns in the RD's office to it will get used/tested, depending on how that goes I may move it to being produceable by the protolathe only, or remove it entirely etc
Removed more X-Com shit I managed to fail to remove because of silliness with updating before committing restoring the file I meant to delete.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2680 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed meteor spawning so all the meteors that are set to spawn actually hit, but noticed that 50 meteors every 5 seconds proved itself to be way too laggy when all of them actually spawned properly and aren't deleted at soon as they're created due to being on the map's edge. Instead I lowered it to 6 per second.
Wrote this in the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2679 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the gigyas sprite
Removed the Vriska sprite
Added the (almost finished) displacer. One minor bug with it to work out, does not actually spawn anywhere though so it shouldn't effect anything. Will try to finish it later tonight.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2676 316c924e-a436-60f5-8080-3fe189b3f50e
-Overrided the proc for get[Fire/Brute]Loss and adjust[Fire/Brute]Loss for humans to use the total damage proc.
-Removed redundant checks aka setBruteLoss(max(getBruteLoss(), 0) since the adjust brute proc already prevents it from going negative.
-Commented out the UpdateDamage() procs contents as it did nothing. If problems arise we might have to investigate. Soon I will remove the proc entierly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2673 316c924e-a436-60f5-8080-3fe189b3f50e
Malf overhaul, take two!
Waaaay back in the old days, I made it so malf AIs had to hack APCs to win, instead of just sit AFK for 45 minutes. Now I'm taking some more drastic action, to see what happens.
THE MALF AI NO LONGER SPAWNS ON THE AI SAT.
Instead of sitting in the AI sat hoping nobody notices your blatantly obvious hacking, at which point the 3 people lucky enough to have looted EVA get to have all the fun, you can now shunt your core processes into an APC you have hacked, and hacked APCs are only moderately obvious.
While shunted into an APC, the AI draws power from that APC instead of the one in their main core. If the APC loses power, the AI loses power as normal. If the APC they are in is damaged or destroyed, they are forced back into their main core. If the main core is inoperative at that time, they die. The AI is also capable of willingly going back to their main core. As long as the AI's main core is intact, the AI speaks out of its core, regardless of its current location.
I have tested as much of this as I could to make sure it is functional, but thanks to the game mode overhaul, I have been unable to run actual malf rounds on my test server, so I have had to cheat and set things to work in any mode for testing. As for actual round balance, there's no real way to predict how that shit'll change.
This is just the base overhaul, more changes will be forthcoming as malf rounds provide data on how the change performs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2668 316c924e-a436-60f5-8080-3fe189b3f50e
Before you read on this revision is more of a thing being tested than a feature that is guaranteed to stay.
4 escape pods have been added to the station, 2 at arrivals, 1 in engineering and one in security. Each pod is 4x3 tiles in size with a window tile, 2 chairs and a door. So it has 3 floor tiles to stand on.
Pods don't have any sort of emagging capabilities, hijacking a pod does not count as completing the escape alone objective, surviving in a pod however counts towards the escape alive objective. Cult members in pods do not count towards the acolyte victory.
Changelog updated with listed changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2663 316c924e-a436-60f5-8080-3fe189b3f50e
◦ Metroids can now be observed by ghosts.
◦ Saved User Interface preferences ("Old UI" & "New UI") now correctly get transferred to clones.
◦ Captain announcements now require the player to be next to the console. (Issue 220)
◦ Radio headsets no longer sometimes fail to deliver the messages (Issue 221)
◦ Some other insignificant back-end shenanigans.
◦ The pregame lobby now has title music. The gameticker chooses between two .ogg files on game start and plays that for everyone who joins. The music stops when create_character() gets called though.
◦ Gave some critters, namely "creature" and "blob" some attack sounds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2655 316c924e-a436-60f5-8080-3fe189b3f50e