Commit Graph

10390 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
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
678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
polyxenitopalidou@gmail.com
e55dd9c2f6 CHANGELOG && Dangercon Update:
•Fireaxes, extinguishers and fireaxe closets placed around the station. Functionality described in changelog. Airlock modifying is because you can use the fireaxe to crank open doors.
•Piano? Being able to be smashed? What are you talking about?
•The two handed system is purely experimental and subject to much cleaning up/proc making to enable it for other objects as well.
The mob modifications is because of the two handed system making it unable for you to switch hands.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1543 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 16:39:13 +00:00
uporotiy
d062e68f4b Vaults
Added an /obj/vaultspawner which very shitty right now.
 Health Scanner
Added xeno embryo detection.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1542 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 15:38:32 +00:00
noisomehollow@lycos.com
bbc04ef26b Fixed PDA messaging.
Fixed PDA flashlight.
To clarify, you can still use the PDA when you are stunned/weakened. This was always the case, apparently. You cannot use the PDA when knocked out or dead.
You can now stick an ID card into a PDA without clicking 400 times (click on PDA with card in hand).

Changed how the ninja suit functions in relation to energy. It will now hold a power cell as APCs/Borgs/etc.
Ninjas can now replace their starting power cell (reduced to high capacity/10000) with larger capacities. Drain the cell as normal to do it. On that note, hyper-capacity (30k) cells added to research.
Can now drain energy from a recharger. Much like draining from wire.
Added cooldown to certain ninja abilities. It is a global cooldown; meaning, most abilities will be unusable until it finishes. Usually a second.
Some icon changes for ninjas.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1540 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 23:34:56 +00:00
panurgomatic
94feec379e - Game masters and Game admins can view server .log file using "Show Server Log" command in Admin panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1538 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 15:05:32 +00:00
panurgomatic
2a1023b594 - Another batch of runtime errors fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1537 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 00:32:55 +00:00
uporotiy
66be17746b Health Scanner HUD
Shows the health status of all humans in view. Has a slight delay and isn't very optimised, but 5 of them spawn in surgery, as well as one in CMO's office.
 Crayon
Crayon runes are anchored.
 Glowshrooms
Fixed their spread rate. Goddomot reset to 30 lifespan.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1536 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 22:14:29 +00:00
noisomehollow@lycos.com
2c6b1841ef Cleaned up PDA code a litte more. Can again resize window. The close button is in the menu.
Toilets now work more like actual toilets. They will auto-flush when you insert a small object. You can also dunk people's heads into the toilet and try to choke them if you have a good grip.
Fixed wiring near detective's office.
Fixed larva and monkeys not being able to move on tables.
Fixed larva not being able to crawl through vents.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1535 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 21:19:10 +00:00
noisomehollow@lycos.com
40b78e2438 Cleaned up ninja code so it's not all-over the place.
Reworked energy charging to where it's probably bug free and much easier to edit.
Reworked PDA code so it's much faster and easier to use. Might have some bugs left over.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1532 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 01:33:50 +00:00
tronaldnwn@hotmail.com
a6959b2e69 hydroponics
- Bananas can now be grown (they are now snack/grown/banana)
- Sunflowers can now be grown and harvested (very limited use till I add in some seed recipes). Smack people with them for a unique message.
- Both seeds are loaded into the seed vendor (for now), vendor is alphabetized.
- New seeds added to either of the seed crates.
- Move hydroponic items out of the weapon.dm and into hydroponics.dm

Nuclear Agents
- They have a little S symbol by their head now, that only other Agents can see.

Other
- Optical Material Scanners are blue goggles now, rather than a blind fold.

Map update was just to update all the bananas on clown planet to the new "grown" item path.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1525 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-04 06:27:36 +00:00
only.lurking@gmail.com
1a40240947 Correcting a bug with Space Ninjas getting stuck trying to drain SMES and APCs. Credit to herpA for basically doing everything but making the commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1523 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-03 22:34:14 +00:00
uporotiy
3b95ca9568 Hydroponics
Fixed a horrible bug with the replica pods grabbing non-dead players.
 Wizard
Fixed a potential exploit with the teleport spell (object, of course).
 AIs
Fixed another horrible bug of mine, where the death() proc doesn't process past a certain point.
 Glowshrooms
Now drop to the floor when the walls nearby are destroyed.
 Biomass
WIP added. Do NOT spawn them on live servers unless you want colors everywhere.

Also my code is horrible and I should feel horrible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1521 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-03 16:03:20 +00:00
uporotiy
a2f55ddf6c Events
Added a "lights out" event.
 Flashlights
Red toolboxes now have only a 50% chance to spawn a flashlight (to add diversity and make the lights out event less easy to circumvent).
 Explosions
Explosions are now round. This is quite a big balance change, so it's subject to change in the future.
 Hydroponics
Hopefully fixed the bug with invading weeds etc being unharvestable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1516 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-02 12:22:31 +00:00
uporotiy
f05a9843af Hydroponics
Fixed bug with mutated plants not being harvestable.
Added glowshrooms. They (maybe) glown in the dark. To get their seeds, you need to hack the seed machine. They're pretty straightforward. To plant a glowshroom on the floor, you need to click it while it's in your hand.
 Badmin
Added a "Honk" button.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1515 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-01 20:19:18 +00:00
uporotiy
26e33a0a3c A couple of small changes before I tackle the buffing-up project.
Luminosity
Admins editing the luminosity var now properly uses sd_SetLuminosity().
 Britcup
A cup spawns for Kingston in hydroponics.
 Taser guns
New sprites, courtesy of Arcalane. Now with an actual 4-shot gauge!
 Interface
16x16 mode re-enabled for shits and giggles.
 Mining
Reverted the uranium ore sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1507 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-29 14:27:49 +00:00
n3ophyt3
ece54689dc Robots can no longer drop their modules.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1504 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-28 00:55:00 +00:00
tronaldnwn@hotmail.com
4cfd1b7d12 - Attempted to straiten up some clothing dms
- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these.
- Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE"
- Tower Caps are in the Hydro seed vending machine again, and you can get logs from them!
- Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked.
- Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds.
- Planks can be formed into wooden objects, currently just wooden tables and wooden barricades.
- Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks).
- Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal).
- Plant scanner now lists water and nutriment level.
- Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly.

- Moved the wooden log to harvest DMI
- Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-26 00:00:56 +00:00
morikou@gmail.com
286e758c1f QuickFix:
- Camera networks where all the cameras are either disabled or destroyed do not show up among the available camera networks for AIs to switch to.
- Fixed issue 79

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1500 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-25 15:06:34 +00:00
uporotiy
1e7eb1ce16 Issues
Fixed issue 80.
 Hydroponics
Plantmen are added, only badmin-created for now, though.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1499 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-25 12:26:25 +00:00
noisomehollow@lycos.com
52093c8a0d I guess I wasn't as gone as I thought I was. Go figure.
Code cleanup on some ninja+misc stuff.
Slightly faster energy recharge rate for ninjas.
Likely fixed the wizard/nuke operatives/MODE appearing in the Cent Com report.
Added a trio of hidden functions to ninja suit. Use with care!

I'm also removing myself as a committer.
Happy Easter! Peace!

PS: I'll miss you too Microwave :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1498 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-25 03:09:18 +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
baloh.matevz
7753a031dd Added HoS (58), HoP (57) and CE (56) access levels. The HoP level applied to the HoP's locker, the CE access level applied to CE's locker and office door, the HoS' access level applied to HoS office door and locker. Each of these heads spawns with only their own access level:
Consequences:
- They cannot enter eachother's office (Except for HoP's office, which retains heads/bridge access)
- They cannot steal eachother's stuff so easily
- The borg blowing console is safe from the HoP's ugly fingers
- The hypospray is also safe from the HoP's fingers. (Both only until he grants himself full access, obviously)

- Commit includes commented out ion storm code and not-commented-out ion_act procs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1485 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-22 10:25:47 +00:00
morikou@gmail.com
b06cc3ee34 Two new microwave recipes:
- Tele Bacon: Requires one piece of meat and a remote signaler. It is delicious and may allow 

people to teleport to your location.
- Banana Phone: Requires a banana, a radio, and 5 units of psilocybin. Basically an edible radio. Eat at your own risk (MAY CAUSE HOMICIDAL URGES, NOT LIKE THAT IS ANYTHING UNUSUAL).

On a totally unrelated note:
- Banana Phone (full version of the song, not the short loop version) can now be played via the "Banana Phone" fun admin command. It only runs once.
- Fixed a potential runtime error in the juicer code.

DRINKS!
- Potato juice added, produced from putting a potato in a juicer.
- 10 Potato Juice + 2 Enzyme = Vodka
- 5 coffee + 5 sugar + 2 enzyme = Kahlua

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1484 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-21 17:52:16 +00:00
rastaf.zero@gmail.com
9b2e9c3420 Fixed bugs:
Players now cannot rejoin the game if their mobs were gibbed/burned while they were disconnected.
Cremating/gibbing for meat now counts as death with triggering log records, gamemode checks, sql reports, etc.
Fixed some bugs with enabling verb ghostize().
Fixed bug with DNA Machine popping out from the protolathe.
Fixed bug with tuning RSD.
Added juicer:
	berry -> berry juice
	banana -> banana juice
	tomato -> tomato juice
	carrot -> carrot juice
Bug your botanists for getting better potence for more juice.
Juicer can be pulled, chef can give it to barmen or botanists.
Blender changed a bit:
	tomato -> ketchup
	corn -> corn oil
	soy beans -> soy milk
	any food -> nutriments and contained reagents.
Sound for the juicer found at http://www.freesound.org/samplesViewSingle.php?id=98053, edited by Nikie.
You can eject ingredients from the microwave. However, you cannot get back your reagents, they will be lost and can make microwave dirty.
Essence of Banana was renamed to Banana Juice.
Added Carrot Juice. Heals eyes much slower than imidazoline.
Carrots now contain imidazoline (however, carrot cake contains more imidazoline).
Potency for peppers, tomatoes, carrots and druggy mushrooms should work now.
New cocktail "Bahama mama": 2 rum,  2 orangejuice, limejuice, ice.
Changed recipe for soy sauce: 4 soy milk + 1 acid.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1477 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-20 14:44:13 +00:00
tronaldnwn@hotmail.com
9da4bf5c63 Radios:
Beacon - gives slight blue space research.
Heads sets -
> CE - Removed mining channel, they really didn't need it.
> QM and HoP - Added back their mining channel, as they DID need it.
> HoP - starts with Security channel turned off, and mining channel turned off (only cargo bay and command are on)
> NEW MEDSCI HEADSETS! Has medical and science channels.
> Robotics - Now has science channel (for the RD to yell at them).

Jobprocs:
Medsci heads sets given to chemist, geneticists and virologists. So they can now be bugged by the RD and other research folks.

Research Designs:
- Removed Gold and silver picks (I do recall Neo saying they didn't make any sense, but he made them just so there would be layering between normal picks and diamond picks).
+ Added Sonic Jackhammer, drill, plasma cutter, and diamond drill.
+ Added tracking beacon, it is a blue space items.

Modules Robot:
Updated due to jackhammer update in mining.

Mining:
Jackhammer - renamed Sonic Jackhammer (due to using silver wiring, which is used in harmonic electronics).
+ Mining Drill - It is the same speed as jackhammers, but is a drill and made of different stuff.
Plasma cutter - Changed tech requirement and dropped the speed to 20.
Turbo Drill - renamed Diamond Mining Drill, has a dig speed now of zero (meaning it makes walls just crumble). Costs a lot of materials and is decently difficult to research.

Sprites:
Diamond mining drill, for the item of the same name.
Jackhammer is redesigned to fit its new name.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1473 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-19 05:21:30 +00:00
noisomehollow@lycos.com
3abc38a2bc Updated xeno ability code.
Updated ninja ability code.
Misc ninja update.
Fixed chemistry reagent code for the ninja suit.

This final update could have been more awesome but whatever.
I've copy-pasted the ninja info on to SpiderOS for future reference.
It's been fun but now I must sayonara. Whatever that means. Oh, it means goodbye.
~Later~

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1469 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-18 07:36:33 +00:00
noisomehollow@lycos.com
a95f87d6bc Cleaned up a few lines of unnecessary alien code.
Cleaned up mob projectile code a bit so it uses switch.
It's now much harder to play punch-out with a xeno, unless you're the hulk.
Xenos can now stick humans and monkeys into resin walls. Inside a resin wall, the person cannot escape unless the wall is destroyed (there is a 5% they will crawl out on their own). They are also paralyzed and cannot suicide.
Robots will now spark when you clobber or shoot them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1467 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 23:27:28 +00:00