Commit Graph

459 Commits

Author SHA1 Message Date
rastaf.zero@gmail.com
6f2e89d9a3 Emitter's beam direction glitch was fixed.
Working emitter no longer can be unwelded.
Collectors and collector controllers now can be locked using ID.
Singularity now eat underfloor wires.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@874 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 15:09:15 +00:00
crazyclonetheninja
b70f76ab8f Chaplain now has a default name for his bible.
Chaplain's bible now has booze and space bucks again.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@868 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 06:27:04 +00:00
n3ophyt3@gmail.com
4a5601bf9d Fixed round-end reporting of cyborg laws
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@867 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 06:15:00 +00:00
crazyclonetheninja
b930b5f9c8 Small error in singularity code. Corrected by Barhandar.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@866 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 06:03:10 +00:00
crazyclonetheninja
cc2a8ce56b Magboots now correctly stop you from getting sucked into the singularity when activated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@865 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 05:57:35 +00:00
crazyclonetheninja
2b27140534 Singularity now releases itself at 1000 energy and EXPLODES at 2000. Coded by Barhandar.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@864 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 05:32:27 +00:00
uporotiy
16ca227fdc Reworked Spellcasting System v0.9
- Very flexible - you can edit some of the spell's vars on the fly, or hardcode variations of the core spells.
 - Everyone can access it - you could even have observers with spells.
 - Slightly better UI - no longer will the spell verbs blink in and out of your verb panel.
1.0 will convert the existing spell sources (ie wizard spellbook) to this system and convert the last two spells to it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@860 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 00:25:45 +00:00
rastaf.zero@gmail.com
101fb71645 Forgot to update two files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@857 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 18:15:37 +00:00
rastaf.zero@gmail.com
1b5f4611bd Reverted in r847 pipes-related changes is returning. With small improvements.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@856 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 17:22:24 +00:00
morikou@gmail.com
00f81c99e6 Derp Bugfix: I forgot some "/".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@855 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 04:16:37 +00:00
morikou@gmail.com
70c6c46657 The Not-As-Big-As-It-Seems Update: Changelings Overhauled.
- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem.
- Neurotoxic Venom and Hallucinogenic Venom both removed entirely.
- Regenerative Stasis now shows the person as being dead.
- Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20.
- Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms).
- Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit.
- Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness).
- Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though).
- Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked.
- Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types.
(NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down).

- Changelog Updated.
- Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen).
- Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though.
- Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely.
- New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though).
- New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili.
- New Circuit Imprinter Icon by Veyveyr.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 02:10:24 +00:00
noisomehollow@lycos.com
9995e7fad2 Alien eggs are can now be dragged.
Hunters begin with 100 plasma instead of 50.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@850 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 23:31:42 +00:00
daelith.rhedynfre
92de0d684a -Added matches. They are available in boxes from the smokes machine.
-Moved the code for how cigarettes work to a more appropriate location (They were in clothing code)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@848 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 19:33:30 +00:00
baloh.matevz
13898c006b REVERTING updates r830, r833, r836, r838, r839 and r841 due to suspected involvement in the huge lag we've been experiencing since them. All the files mentioned below have been reverted to their state in version r829.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@847 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 12:43:28 +00:00
rastaf.zero@gmail.com
2f2bce12e5 Fixed megabomb bug.
Signalers and timers now wont explode bomb after detaching.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@846 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 09:01:40 +00:00
crazyclonetheninja
2468bbea8d Forgot a few fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@844 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 01:33:57 +00:00
musketstgstation@gmail.com
13df7d1221 Monkey syringes now have a special alert in the admin log.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@842 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 00:27:37 +00:00
baloh.matevz
e4fb5aee72 there just has to be one more error to fix... no getting around that...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@841 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 20:57:23 +00:00
rastaf.zero@gmail.com
0ea1fab224 Constructing of glass airlock now actually uses 1 sheet of rglass.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@831 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 07:03:10 +00:00
rastaf.zero@gmail.com
0aa11e69fe Pipes bugfix:
- trowing pipes correctly rotates them;
- meters unwrenching;
- pipe dispenser can be unwrenched and pulled, wrench back to use;
- unused pipes can be returned to dispenser;
- Probably fixed bug with non-working connectors;
Windows now are always shown above grilles.
Pipes now are always shown above lattice.
Some other things.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@830 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 06:56:00 +00:00
crazyclonetheninja
de48bd7620 Mech Bay Recharge Station turfs no longer display a blank sprite when trying to do break_tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@829 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 06:55:48 +00:00
panurgomatic
5b4517f32c - Added firefighter mecha.
- Tweaked clown mecha honk to be less annoying.
- Added broken mecha objects, which can be salvaged for materials.
- Fixed marauder space flight.
- Added infra_luminosity to mechs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@828 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 03:06:26 +00:00
morikou@gmail.com
8617c514dd Robert the Engineer Update:
- De-constructed walls now leave proper floor tiles and remember what kind of floor tile was there before (unless it's totally destroyed).
- Windows standardized (don't ask).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@827 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 01:36:50 +00:00
n3ophyt3@gmail.com
e2d4d5029b Carded AIs no longer lose power when brought into powerless areas.
AIs no longer get bugged to being fully healthy but dead if a living carded AI is stuck into a dead empty core.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@826 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-11 18:28:06 +00:00
n3ophyt3@gmail.com
3814f2bf48 Cleaned up round-end cyborg law reporting.
Added the line of code needed to actually LIST the AI's loyal cyborgs at round end.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@825 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-11 17:50:12 +00:00
noisomehollow@lycos.com
c73a181f14 More work on Respawn Character proc. Now properly grants traitors and whomever their equipment/powers. Will also add them to all databases in-game if specified.
Added a few more names to wizard random gen.
Chaplains may now pick/create their religion and their deity. Don't lose that book!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@823 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 22:56:25 +00:00
morikou@gmail.com
e7783df73b Yayificaiton Update:
- Added some comments to circuit imprinter.
- Sleepypen nerfed from 50 units to 30 units. Still FAR more then you really need but still keeps them down for quite a while. However, how a pen holds more reagents then a syringe is beyond me.
- Changelog updated.
- Ghost Teleport now works.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@820 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 06:45:27 +00:00
noisomehollow@lycos.com
28d376664c Some revisions for removing wizard spells, along with minor mind.dm revisions.
Wizards can no-longer cast when dead.
Fixed issues with Transfer Mind spell.
Wizards now begin with a random name (but can choose a different one).
Wizards may now re-use their spell book to memorize a new set of spells (can only be done on the wizard shuttle).
Added special role for cultists, revs, and nuke operatives for that round type.
Respawn Character special admin verb should now give the target the same mind if they were gibbed/had a mind as a ghost. This means traitors, changelings, etc, would retain their traitor status but not their powers/equipment. General updates to that proc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@819 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 03:39:45 +00:00
rastaf.zero@gmail.com
6b7801c4af Singularity now wont leave floor under eaten walls.
Cryo wont spit out beaker.
Fixed message "You don't have the dexterity to do this" for machinery.
PIPES:
- Heat exchange pipes are constructable now.
- Insulated pipes also were added to pipe dispenser;
- And meters too;
- Easy pipe rotating in hands;
- bent pipes actually looks bent under construction (may be glitches, please report);
- pipes now wont cover wires;
- pipes unwrenching now possible;
- large vent pumps now uses power as equipment, not environment
- pumps now uses power;
Air alarm improvements:
- all alarms in area controls all environment machines in area;
- machines initializes itself automatically and without interloping with existing ones;
- air alarms wont duplicates it air monitoring and can clear itself;
Some other typos and small issues were fixed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@816 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 22:16:27 +00:00
hunterluthi
e28a9f1204 Reverted previous changes to fire closets and emergency closets.
The spawn percentages seemed weird. In addition it didn't make much sense to have fire closets spawning at random in the hallways. Stations obviously wouldn't have fire closets just sitting in the hallways, they'd be tucked away in maintenance areas to be used when needed. I've added fire closets to various key areas on the station in maintenance areas, atmos, etc. to ensure that fire equipment is readily accesible.

Additionally, due to the specific-placement I've undone the random spawn potential for items in fire closets, which again didnt' make much sense. They will all now spawn with the appropriate equipment.

Discussed this a bit in IRC before going through with this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@815 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 19:09:12 +00:00
baloh.matevz
1363ca6d2f slight changes to firecloset contents. Added 20% chance to it spawning hardhats and replaced the most basic firecloset contents from an em. oxy tank to an extinguisher.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@813 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 15:06:11 +00:00
uporotiy
24d0abf18c Increased the sparkling delay on diamond ore.
Added metroid mutantrace (isn't that much different from lizardfolk yet).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@812 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 13:47:28 +00:00
morikou@gmail.com
a14a2d0ed0 Of What Things May Come Update:
- A few last re-adds of Pierrot's throat stuff /sigh
- Circuit Imprinter Added. It makes new circuit boards, AI Modules, and stuff. Insert a disk with the circuit design into the machine, load in glass and sulfuric acid (placeholder for now) and go nuts. Circuit Design disks are stored in their related departments.
- To accommodate the new lockers, the RD's office is slightly bigger.
- Chief Medical Officer can no longer be mistakenly picked for the Rev/Cult intercept reports. Warden can no longer be mistakenly picked for Revolution intercept reports.
- New AI Module: T.Y.R.A.N.T., Think evil PALADIN module, or perhaps XISC without those pesky asimov laws.

Need sleeps so if anything is broken, sorry.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@811 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 07:46:00 +00:00
noisomehollow@lycos.com
b39cc82d7a Added descriptions to wizard spells.
Beefed up Mind Transfer. Can now swap with traitors/revs/etc. Limited to humans and monkeys, and may not transfer to changelings, wizards, or cultists. Targets must still have a mind and a client for this to work (must also be alive).
Mind Transfer now correctly works for mime targets or other targets with special verbs.
Added a proper spell book for wizards.
Changelings are now properly assigned their special role at round start.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@810 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 07:19:14 +00:00
noisomehollow@lycos.com
13fe524141 Wizards no longer start out as members of the crew. Their basic equipment is also reduced to the bare neccessities.
Wizard spells will be selectable through a time, instead of PDA/other. Currently inserted as the radio uplink.
Spells are now contained within a single file.
Added new spell, mind transfer. Allows the user to swap bodies with any available (non-braindead) human being. Traitors, changelings, and other similar people are not affected. It is possible to lose spells during the transfer. 1 minute cooldown. Probably still has bugs and/or balance issues.
Wizard teleport cooldown increased to 60 seconds.
All humanoid aliens (other than queen) may now vent crawl.
Hunters gain shorter devour time and a new ability to regurgitate their victims (if they are still alive).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@807 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 01:33:32 +00:00
uhangi@gmail.com
28b6c40b3c doing some stuff to barriers
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@806 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 01:07:34 +00:00
crazyclonetheninja
d50b229d06 Using metal on a robot frame now correctly spawns an ED-209 assembly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@805 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 20:01:24 +00:00
noisomehollow@lycos.com
17fccca65d Moved barrier icons to objects.dm.
Updated barrier graphics. 
Barriers now spawn in the Armory (and four in the vacant Sec office), until they are tested. Required access was changed to Security likewise.
Fixed firesuit down graphics, along with hazard vest.
Reduced the number of fireclosets spawning instead of oxygen closets.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@804 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 19:52:44 +00:00
bizarre.babel@gmail.com
4fbce6870a Bunny ears, clown+security+medical backpacks, and skirt added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@803 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 16:42:10 +00:00
uhangi@gmail.com
0a89eb1551 readded barriers to the map, changed the path around
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@802 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 15:25:16 +00:00
baloh.matevz
41e17aa313 added fire closets to spawn around the station. Each emergency closet has a 1/3 chance of changing to a fire closet. Lots of updates to mining, added satchels which can carry 10 pieces of ore each, they can gather all the ore from a tile at once or one at a time. They can get loaded into ore boxes, which can carry an unlimited amount, currently. Rail cars move much faster now, but demand more processor time, they will eventually get the role of getting loaded from satchels and producing ore boxes. Simply to make it easy to carry around hundreds of pieces of ore. (resubmit)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@799 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 12:05:33 +00:00
hunterluthi
2258bd12cd Just some minor changes. I re-added the fire closets, and also changed them up quite a bit. They now output the exact same equipment that was previously on a rack in atmospherics. Said racks have been replaced with fire closets, maybe it'll give a hint to atmos that they're yanno... supposed to put out fires.
Also changed Head of Staff's office to Head of Personnel, and Head of Research's office to Research Director's. Figured it would be useful to update them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@798 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 10:24:22 +00:00
uhangi@gmail.com
0b778417d7 Adding deployable barriers. Swipe ID to toggle anchoring them. Have health, if dealt enough damage they are destroyed. Repair with screwdrivers. Six spawn in engineering. Also, I am in need of a better icon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@796 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 06:51:59 +00:00
panurgomatic
dea8d4d380 - I'm stupid. Kill me.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@795 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 02:53:21 +00:00
panurgomatic
529d97cb1c - Mech Recharge Bay. Note to the map-makers: recharge port should be situated to the west of recharge floor, console - anywhere close to it.
- H.O.N.K exosuit.
- Mechs can push mobs and objects.
- Mecha clickspam bug should be fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@794 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 02:48:56 +00:00
baloh.matevz
6a1bd13d0d A new look for the fire suit. Edited the lefthand, righthand, suit and suits files. defined under clothing/suit/fire/firefighter and has the same properties as the fire suit apart from icon_state and item_state. Also edited contents of the chief engineer's closet and fire closet. also replaced all existing pajama-like firesuits with these. Long message for a tiny update, i know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@793 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 21:26:46 +00:00
n3ophyt3@gmail.com
5bfeca15de Fixed the PDA notekeeper function. As a side-effect, PDA messenging also works again
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@792 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 20:36:13 +00:00
n3ophyt3@gmail.com
bd9819c272 Made items that get unbloodied update their icon during the unbloodying, so you can tell how much you used your gun between getting blood on it and cleaning it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@791 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 17:08:33 +00:00
uporotiy
f70263ab36 New singularity containment field sprites because the old ones are ugly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@790 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 15:54:56 +00:00
n3ophyt3@gmail.com
46ddeb8074 Energy guns now have a visual indicator for if they are set to stun or kill (interestingly, there was existing sprites for it)
Items that have blood cleaned off of them should now properly be able to update their icon. Most notably, this includes energy weapons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@789 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 15:16:36 +00:00