Restricted monkeys from picking up guns since that code didn't seem to work/runtime error.
Commented out boardgame since it was crashing.
More work on CentCom.
Fixed aliens receiving two messages when interacting with other aliens.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@695 316c924e-a436-60f5-8080-3fe189b3f50e
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time.
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid.
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.
General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
-Lets wearer talk over, and access robot talk. Looks like a standard headset. Put it on your ear, :s to talk, same as otherwise. Normal radio also still works
-Moved the location of a sprite in storage.dmi
-Tweaked the magivend slightly
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@683 316c924e-a436-60f5-8080-3fe189b3f50e
You can now only plant them on items you are next to
The item has to stay within one tile of you during the entire process
You can no longer plant them on shuttle or unsimulated turfs, as these are apparently not meant to ever be damaged in any way short of a badmin using the Delete verb
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@674 316c924e-a436-60f5-8080-3fe189b3f50e
APC emagged/broken and wires_exposed icons was swapped, fixed.
APC hacking now can properly shock you
Added station blueprints!
* now possible to rename areas
* now possible to create new bays
* space now haven't free power supply
Blueprints aren't placed on map yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@670 316c924e-a436-60f5-8080-3fe189b3f50e
Updated icons for plastic explosives.
Replaced one of the Construction sites with a Xenobiology lab on request. It is a temporary location and is mostly for roleplay. There will NOT be a job associated with it.
Added Barhandar's updated shieldgen stuff.
Copied icons to stationobjs.dmi for future shieldgen update.
Misc changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@666 316c924e-a436-60f5-8080-3fe189b3f50e
* New Implant: Chem. Insert up to 10 units of chemicals into implant with a syringe (while still in implant case) and then can use a prisoner management console to trigger 1, 5, or 10 units of the chemical to be injected into the implanted subject. Once all the chemicals are used up, the implant disables itself.
* Prisoner Management Console can now detect the approximate location of prisoners with tracking implants in them. It gives slightly more useful information then the tracker but isn't portable.
* AI cannot access Prisoner Management Console (unless malf/XISC).
* Prisoner Management Console re-added to Armory (It no longer can trigger explosive implants). Play nice or else you'll get your toys taken away from you.
BORK BORK update:
* Re-did ChemMaster. Now it allows you transfer reagents in and out of a buffer. You can then turn the contents of the buffer into either a pill or a bottle. When removing reagents from the buffer, you can either delete them entirely or return them to the beaker. However, removing the beaker clears the contents of the buffer (so no mixing inside the ChemMaster!). CondiMaster Neo is almost identical to the ChemMaster except it only makes condiment bottles (no pills).
* Milk now being handled like the other reagents (as intended). Remember: 5 units of milk = 1 cup.
* Soymilk interchangable with regular milk in microwave recipes. (again, 5 units = 1 cup)
* Xenomeatbread! 3 xeno meat, 3 cheese, 3 flour. Extra Heretical!
* Monkey related food items renamed to generic meat (since I'm adding animals, I really don't want to add a new food items for every single new animal).
* Cola removed from fridge. Thematically appropriate but it just clutters it up (especially since there are vending machines all over the damn place).
* Faggots removed from meat locker. Instead, a small amount of meat spawns in there.
* Carp processes modified. Code is a littles cleaner (lawl) and the random pathing a a little cleaner as well.
Badmin Update:
* By request, Admins can now trigger radiation event.
* Confirmation warning on admin-triggered carp event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@660 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a communication console bug that prevented the shuttle from *not* being called in the first 10 minutes of the game.
Updated clothing code. Swat armor slows you down less and provides for large suit storage. Ninja suit speeds one up and provides syndicate-like suit storage.
Re-added and modified pulse rifle code and icon.
Some misc modifications.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@650 316c924e-a436-60f5-8080-3fe189b3f50e
Ion laws are now listed before all other laws, making them the kings of law priority
AIs can have multiple Ion laws
They are still resettable as normal
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@648 316c924e-a436-60f5-8080-3fe189b3f50e
Cyborgs got a makeover
Standard model now gets an energy sword when emagged
Engineering model
RCDs now run on cell charge for engyborgs
Emagged engyborgs get the functional equivalent of stungloves
Security model gets a laser when emagged
Janitor model
Spraybottle contents slowly refill at the cost of cell charge
Emagged janitors get a spraybottle full of space lube
Brobot
Bottle contents slowly refill at the cost of cell charge
Emagged brobots get a bottle of Mickey Finn's Special Brew
Traitor/malf AIs can 'emag' their borgs with the robotics terminal (subject to removal/conversion to malf module should it prove hilariously overpowered)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@634 316c924e-a436-60f5-8080-3fe189b3f50e
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
- Added ID check for mechs.
- Custom mouse pointer test for combat mechs.
- Fixed atmo tank injectors showing "On hold" forever.
- Made max metal, glass and rods stack amounts global constants for easy tweaking.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@576 316c924e-a436-60f5-8080-3fe189b3f50e
(Way back when I made buildable AIs I made AIs unable to detonate borgs that didn't belong to them, to keep possible AI wars from causing cyborg apocalypses.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@533 316c924e-a436-60f5-8080-3fe189b3f50e
UI icon for your nutrition status. If not working - will be fixed a little later.
Walking makes you hungry faster. Running makes you hungry even faster.
Big hunger makes you slower.
Overeating for a prolonged period makes you fat.
Meat from gibber depends on nutrition of person who was put into it. Fatties go first.
If a person is in a sleeper or Cryo Cell, all his processes running 5 times slower.
Fixed bug when multiple persons could move into one sleeper.
Warden is now choosable after the game started.
Added ED-209 assembly process. Frame - Metal sheet - leg - leg - weld - security vest - helmet - proximity - wires - taser - battery. Security should reprogram it to patrol after that.
Added ED-209 sounds.
Added Airlock Electronics. When you want to make airlock - you take one, swipe your ID, if it is ok, you choose desired access and put it into the assembly instead of multitool. Also when disassembling, you get one.
Added prototype of chemical explosions system. WIP.
Added Imidazoline, Glycerol, Niroglicerin.
Added Explosion verb to the admins.
Added Attack Log verb. Does not work yet. WIP
Added output of jobban messages to the jobbaned person.
Standing/lying icon updates accordingly to your state.
Bucket now has volume 90. It was strange that beaker was larger than a bucket.
Changed Master Controller to introduce the new status output - loop frequency. If it will lag - revert just master controller file back.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@522 316c924e-a436-60f5-8080-3fe189b3f50e
- Silly error in medical code. Now ointment will actually heal fire damage properly.
- Removed fork from the kitchen since all it does is stab you in the face when you try to eat with it.
- New Reagent: Sodium
- Table Salt renamed "Sodium Chloride" for SCIENCE! You can make it by mixing sodium and chlorine.
- Some reagents rearranged in reagents file.
Food Overhaul Phase 2:
- You can now add condiments from condiment containers to food! You may also inject (but not remove) substances into food
with a syringe.
- Bitesize variable redone. Now bites eat half the remaining contents of the food to a minimum of 1 or the bitesize.
Otherwise, it'd be REALLY obvious when you've doctored food.
- New Items: Salt Shaker, Pepper Mill (both used to season food). (Sprites by Deuryn) Both added to cafe.
- Bug (possibly) of alcohol not metabolizing properly (possibly) fixed.
- New snacks and beverages! Icons courtesy of Deuryn.
- Cola Vending Machines and Water Cooler added (icons also courtesy of Deuryn). Also check snack vendors for new items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@469 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed rune 4 not counting the cultist in the middle.
-Expanded the explanation of a cultist objective.
-Moved the "midis" setting to client, so it carries over when you ghost/robot/alien/etc.
-Little extra something for Host level admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@374 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed cyborgs just pressing cancel when choosing AIs.
Midis setting now carries over when ghosting.
Can now check if a borg is emagged from the player panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@367 316c924e-a436-60f5-8080-3fe189b3f50e
-Added an energy cutlass and made a pirate version of the space suit in preparation for a later nuke update.
-Changeling now ends 15 minutes after changeling death, unless he's ressurected.
-Further fixing of wizarditis teleporting into space.
-Fixed the wise beard sprite.
-Fixed missing sprite for monkeyburgers.
-Fixed Beepsky automatically adding 2 treason points to EVERYONE.
I believe that's everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@365 316c924e-a436-60f5-8080-3fe189b3f50e
- Added disease longevity
- Added magboots. They prevent slipping. In space or on wet floors. Found in EVA.
- Small meteor fixes.
- Some comments and general faggotry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@364 316c924e-a436-60f5-8080-3fe189b3f50e
Cultists can't convert nonhumans and you can't SE inject anyone who's not a human or monkey now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@261 316c924e-a436-60f5-8080-3fe189b3f50e