Commit Graph

721 Commits

Author SHA1 Message Date
baloh.matevz
809ba1710d Solars fix. Needs the powernet fix to actually work properly.
- Solars now bring out a fixed value. 700W each, meaning 60 of them (one array) generates 42000W. Not enough to power the station? That's the point. Although 4 x 42000W = 168000. This might be nerfed soon.
- Sun removed. Seriously, that thing ate up processor time and was completely useless.
- Solar tracker remains on the map but is completely useless. Will remove.
- Also reverted the cable updates from r1729. The code from prior to that revision might be as laggy as it was, but it works properly. After the revision powernets didn't calculate available power properly and did not update properly when new pieces were made (They stopped updating at the first wire piece which ended in a knot (non-smooth cable piece))

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1897 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 02:58:03 +00:00
musketstgstation@gmail.com
22ec2a84ad BY CONSENSUS OF THE ADMIN TEAM:
Music buttons and song files removed.
Consequently, bananaphone kitchen recipe removed.
This saves over 10MB from the resource download, making it go faster for everyone and reducing lag.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1881 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 17:46:20 +00:00
firecage@hotmail.com
82dcf22d59 hydro mutations are fixed thanks to Urist.
Also....Superxpdude. Check your paths next time for guns. Since you put M1911 with a capital M, but put it with a lowcase m in the pathname. Thus it would not compile.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1849 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-14 19:19:16 +00:00
Superxpdude@gmail.com
81abcea3e0 Some changes to the officer's equipment.
Special Operations Officer's equipment added to the admin equip list.
All 3 wizard outfits added to the admin equip list.
Some changes to creed's office on centcom.
Added in a special jumpsuit (currently adminspawned only).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1847 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-14 17:24:43 +00:00
baloh.matevz
f8f5ff2dc3 - yellow, blue, orange and red hardhats added
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:45:47 +00:00
vageyenaman@gmail.com
ebcdc09c10 There's a few things in this revision made by me, and some made by other people that
requested I commit into the SVN. Please PM the collective coders if you find any bugs in 

their work.


AI:

     The AI now has a verb that lets it change its appearance. It doesn't do much, but but 

it's some neat aesthetics that compliment the little display panes scattered around the 

station that the AI can modify. This was a combined effort between Firecage, Petethegoat, 

and Superxpdude.



Miscellaneous Changes (by Petethegreat):

     - Cup Ramen sprite changed to a nicer one by Cheridan
     - Plasma sheet sprite changed to a thicker one by Aru




Metroids:

     They work. There might be some lingering bugs I simply cannot catch by testing alone, 

but they WORK. They act as an entire new player-controllable race, are found in 

xeniobiology, and I refuse to say anything else on the matter that would spoil anything. If 

you feel so entitled to, you can view the source code to spoil everything like a little 

cheater! I haven't completed everything I would like to, and as a result Metroids are 

pretty useless. They're still very fun though!

     Xenobiology, as a result of Metroids, got a bit of expansion. Scientists have access 

to Xenobiology now, for now. If anyone wants Xenobiology to become a standalone job or 

whatever, here's the place to post feedback.


Bugfixes:
     
     - Perriot's Throat virus no longer makes you mute, instead, does what it was intended 

to HONKHONKHONKHONK!!!!
     - Some bugfixes with Turrets.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1774 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:34:42 +00:00
noisomehollow@lycos.com
ca2af1cde2 Created new icon dmi for ai icons. Threw all AI- related stuff in there.
Replaced swat gear in assassin equip list with black gloves and shoes. CentCom Commander equip now includes a bullet-proof vest.
Upgraded holograms. It is now possible to create them dybamically through getHologramIcon(). If you want to tweak how they look, change that proc.
AI can now project holograms for anyone registered on the crew. Holograms that do no fit this category can also be added now (like the one the AI starts with).
Added generic holographic projection machinery category. Should now be possible to create wanted hologram projections and two-way communication using holograms. Unfinished but someone else can work on it.
Fixed regular cigar sprite from another commit.
Fixed deathsquad helmet down sprite. Also, adjusted it to look more unique.
Updated swat mask.
Made the swat boots use the jackboot sprite. Made swatboots actually as fast as other boots.
Added a Honker destroyed and open sprites.
Some misc icon tweaks.

Ninjas:
Adrenaline boost now resets player stat to 0. Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets stat. It's technically possible to come back from crit health (momentarily, before life.dm knocks you right back in crit) but I think it's a fair tradeoff.
Some minor fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1769 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 04:41:35 +00:00
vageyenaman@gmail.com
eee36e4f7e Okay, this is a pretty big revision!
Viruses:
     The virus system was COMPLETELY reworked.

     Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.


Turrets:
     Fixed some lingering bugs that would bog down the global event processor.


Changelings:
     People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.


Miscellaneous:
     I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 04:00:25 +00:00
noisomehollow@lycos.com
85da59dfb0 Added reminder message for deathsquad armored squad. Also, new deathsquad helmet, now with more space protection.
Added Seraph exosuit. A command-type marauder with slightly better stats and different equipment. Found in CentCom.
Changed Marauder access to centcom special ops. Marauders now come equipped with an armor booster module.
When entering exosuits, the exosuit will now face in the appropriate direction. Affects Durand, Gygax, and Phazon.
Minor changes to CentCom.
Fixed a minor bug with respawn character. It should no longer report character destroyed for object completion for brand-new characters.
Fixed gas mask icons for monkeys.
Nerfed monkey vent crawling. Monkey needs to be naked to crawl through vents. And not hold anything in their hands/paws.
Merged CentCom with z-level 6 (hand tele adjusted for z level 2). Deleted ship building docks since they are not used. Z-level 6 left empty.
Detectives can now name their gun. Right click to use the verb, when holding the item.
Energy swords/cutlasses will properly change icons now when activated or deactivated. Same with energy axes. Changed some melee weapon paths a bit to accomodate this (and so they're easier to track).
Replaced cigar icons with sprites by Matty. Made matches smaller.
Added a welder and assassin costumes to admin equip list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1741 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-29 19:34:35 +00:00
noisomehollow@lycos.com
68f5e119f2 Quick fix for mob pass_flags. Monkeys, larva, and metroids can now pass through tables again (metroids for the first time).
Fixed typo in space ninja code thanks to Rastaf0.
Added a CentCom official and CentCom Commander costumes to admin equip list. Revised tunnel clown equip.
Fixed minor icon bug with death commando ID.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1736 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-27 20:43:45 +00:00
noisomehollow@lycos.com
449e0b765a Fixed some typos in traitorchan (lol).
Adjusted ninja random event to go with the new mode changes.
Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva.
Brains can now suicide.
Warden now starts out with a special hat. Welcome to Hat Station 13.
Holograms should no longer be draggable by space wind.
Slight change to pulse rifle so it looks like the older sprite.
Added deathsquad armor to admin equip list.
Added tunnel clown gear to admin equip list.
Fixed minor announcement bug with respawn_character.
PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink.
Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first.
Ninjas can now hold an extra battery in their hat and suit slots.
C4s now give a message when planted on people and are recorded in the attack log.
Fixed spelling on messaging server.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 21:28:23 +00:00
rastaf.zero@gmail.com
532e8ef65d Fixed typo in code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1734 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 12:00:17 +00:00
rastaf.zero@gmail.com
33b05e7330 Improved shocking when laying wires without insulated gloves.
Red jumpsuit and security jumpsuit are separate now. Red jumpsuit does not provide additional protection anymore, security jumpsuit does. The green thunderdome team approves this change.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1733 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 11:46:40 +00:00
rockdtben
f0155a6b2a Power Magnets Optimization #1
Currently removed all instances of makepowernets() and update_network() (Update network just called makepowernets()) from cable.dm.

All actings regarding cables went from 0.5 to <0.08 per call.

-Added a verb in the debug panel called Make Powernets. This calls makepowernets().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1729 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 16:25:55 +00:00
rastaf.zero@gmail.com
4945fdd2a9 TEMPORARY JOBBANS. By Lagius.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1725 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 13:43:49 +00:00
rastaf.zero@gmail.com
f639ece55d Update for game masters:
-Right click commands "Make robot/alien/ai/monkey" moved to "edit player" screen.
-Right click commands "Make traitor/cultist/changeling/etc" moved to "edit mind" screen.
-- note: currently the only way to humanize monkey is to use "edit mind" screen.
-Added right click commands showing "edit player" and "edit memory" screens.
In light of an incoming tournament on ss13.ru I have added "Select equipment" right click command. It allows to instantly dress mob as you wish. Coders, feel free to add more dress packs, like "centcom inspector", "space pirate" and so on.
A strange command "list_occ" now called "List free slots" and shows unoccupied jobs.
Added golden cup, sprite belongs to Farart.

You can now take a power cell from charger even if there is no power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1724 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 11:30:05 +00:00
noisomehollow@lycos.com
3c0a76df30 Reduced deathsquad marauder number to 3 (previously 4). Added some fluff to their launch sequence.
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 06:28:28 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
835118fa49 Ninjas are now a random event. They may appear in most game modes after about an hour, with an assigned objective list.
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-20 05:22:41 +00:00
noisomehollow@lycos.com
a14cfd6464 Added expanded piano code by HornyGranny. Instead of like 8 notes, it plays all the notes (?). Improved by me.
Admin midis should probably not screw up when played by more than one admin at the same time.
Added ninja RD hacking.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1687 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 23:51:51 +00:00
noisomehollow@lycos.com
1dfe1cda8e #Fixed Chaplain hoodie sprite.
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 18:10:53 +00:00
noisomehollow@lycos.com
3ddae57d63 Wizard will now report if they mind swapped with a person after round completion. Or in other words, if they're in a different body than round start.
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now. 
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 03:01:43 +00:00
noisomehollow@lycos.com
501c855aac Sight update to strike team admin proc. It should pick people as intended now. Can't really test it locally so who knows.
Admins can again spawn everyone as ninjas, including themselves. Inactive player checking is still there though.
A slightly updated stealth graphic for ninjas.
Fixed a lawsync() run time error.
Fixed station_explosion_cinematic() run time error.
Fixed copy_to() run time error.
Fixed dnainjector/attack() run time error.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1667 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-06 06:43:59 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
only.lurking@gmail.com
eae5eb169e pAI suicide verb renamed to avoid conflicts with existing suicide verb - should function for non-admins now.
Admins playing pAIs should no longer have their pAI interface appear every time they send or receive an Admin-PM.
pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI.
The Player Panel now lists pAIs below humans.
Added a new admin command : Make pAI. Allows admins to manually spawn a specific player as a pAI at a given location.
PDAs and pAI devices pass emp_act()s into their contents list, largely to allow pAIs contained within to respond properly to EMP bursts.
pAI now understand brain/MMI speech without the aid of a Universal Translator.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1656 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-03 23:12:55 +00:00
Daelith.Rhedynfre@gmail.com
0f95a5e4ab -Made meteors pack a bit more of a punch, and made them not stopped by grills
-Tweaked stealthmin names to be more relevant

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1629 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 03:02:17 +00:00
uporotiy
d5251640e0 Fixed the three remaining gotos in the code. Here's hoping it doesn't break anything.
Also removed AI bleeding at 50% integrity. We'll see how it affects the balance.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1625 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-28 14:17:09 +00:00
noisomehollow@lycos.com
fd0133d920 Fixed a bug from 1607. Observing and the like should work properly now regardless of config. May need more testing but looks solid on my end.
DONT_DEL_NEWMOB in config.txt is no longer necessary and you can remove it entirely.
Respawn character now uses ckey() matching so it doesn't matter what case you type in a person's key. It also takes into account space ninjas and death commandos if you want to respawn them. Also fixed a few bugs dealing with special roles.
Revised code for checking security records and added missing ranks as per bug report by Magicbones.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1614 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-23 23:35:31 +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
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
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
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
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
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
rastaf.zero@gmail.com
ef23794506 Fixed runtime error with changeling gibbed by alium larva.
Added sanitize() to naming the buffers in DNA machine and to alien whispering.
Added 0.5 sec timeout for BANG BANG.
Added drinking glasses to the Dinnerware vending machine.
Update from Nikie:
Verb Reload Admins rereads admins.txt
Parameter sql_enabled in config. Prevents spam when sql is not installed.
NOTE FOR HOSTERS: it is currently ON in code (i.e. behavior is unchanged yet), you have to add SQL_ENABLED to your config.txt during next week. Thanks for your attention.
Fixed "Delay" command.
Messages for help intent are gender-aware now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1463 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 18:09:30 +00:00
noisomehollow@lycos.com
bd54d92eb3 Fixed SpiderOS chemical injections to work a lot better. Thanks to Muskets and Darem.
Added a new reagent proc (trans_id_to) to transfer a specific reagent from a list to the target.
Finished SpiderOS. If anyone plans to revise PDA code, or maybe do something similar, I highly recommend looking at the SpiderOS verb first.
Ninjas may now drain energy from exposed wires, ala a powersink. It takes longer than APCs to begin charging and drains slower.
Misc bug fixes and improvements.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1460 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 03:32:19 +00:00
noisomehollow@lycos.com
3d04f96567 #Added mechs as chargables for ninjas.
#Private lockers can now be sliced open with the ninja sword.
#Added a SpiderOS verb to the ninja suit when initialized. It acts as a lite PDA with some unique features. If I had more time, I would revise the existing PDA system to follow the format of SpiderOS which would make the former run a lot faster.
#Added an adrenaline boost ability for the ninja suit. It will near instantly remove paralysis/stun/etc but has only three uses.
#Added ninja stars ability. Ranged projectiles, the user randomly picks a target from nearby living enemies. Projectile itself is wip.
#Maximum charge for the suit is 30000, or 300%.
#More names for ninja name gen.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1451 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-16 07:59:38 +00:00
rastaf.zero@gmail.com
b58e465bbe Shitton of bugfixes related to bryteloss/fireloss.
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 07:41:19 +00:00
noisomehollow@lycos.com
e55521799a #Fixed all known bugs with ninja voice.
#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed.
#Added more recharge locations for ninjas: cells, smes, and cyborgs.
#Recharge changed so that it takes less time but recharges for less.
#Adamantine sprites per request.
#Updated Ripley sprites per request(?).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-14 18:20:20 +00:00
rastaf.zero@gmail.com
ad6a6e42aa Penlight fits in medical belt.
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-14 03:52:09 +00:00
noisomehollow@lycos.com
280bb7db4c #Fixed a few items not being examinable when on the hud.
#Most ninja suit abilities will not be available unless the suit is initialized (such as stealth and the alike).
#Ninja suit now comes with a basic energy system. It begins with 10000 and depletes 5 energy/tick. Having an energy blade depeletes +20 energy. Having stealth active depelets +25 energy.
#Ninjas start with 10 smoke bombs. When used they are gone forever.
#Other abilities now require and use energy.
#Recovering energy is possible by clicking on APCs with an empty hand, ~1000e/5 seconds. There is no battery energy limit. Plan to add more ways to get energy later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1438 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-13 01:57:35 +00:00
noisomehollow@lycos.com
74d1c3600e #Fixed swat armor from previous commit, oops.
#Added effects and sounds to ninja powers.
#Energy blade will no longer cut through r-walls. Regular walls take seven seconds to cut through.
#Added a bare-bones startup and power-down system to the ninja suit (and accessories). It will need to initialize before granting powers. It should be very possible to give anyone the suit and turn them into a space ninja. Just make sure to edit their special_role to "Space Ninja"
#This also means that ninja items are now removable before they are initialized (or after de-initializing). Suit and mask are still not examinable due to a mysterious bug with obj verbs.
#fixed a few misc bugs.
#Updated turrets a tad. You can now destroy them by bashing them with stuff when they pop out.

If someone feels up to it, death commandos need a cool helmet to go with their new suits.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1437 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-12 04:26:29 +00:00
noisomehollow@lycos.com
7b280b791a #Fixed ninja teleporting. It will not blackscreen when Phase Jaunting near the map edge.
#Phase Shift will no-longer show up in the Ninja verb panel. You can right-click on turfs only to use it.
#Ninjas can now spawn a sword in their active hand. Besides killing dudes, it's also useful for slicing through doors, lockers, walls, and so on. It'll disappear if dropped or thrown, and it cannot be placed in containers.
#Ninja mask now works differently when mimicking voice. You start out as "Unknown" and when toggling the voice changer it will randomly change your name with some variations.
#If you switch the name back to "Unknown" you will re-active voice masking which is much less silly this time. The only way for someone to determine your true name is to remove the mask. Postmodern Space Bushido demands that you only reveal your identity in honorable combat!
#Slightly updated sprites for ninja suit and accessories. Or as I'd like to call them, the Tron suit. Probably wip until I get enough motivation to redo it from scratch.

#People that respawn as death commandos are now manually chosen by an admin.
#Death commandos use the new suit sprites.
#Added a global proc for animations. Currently only used by ninjas.
#Moved around suit icons so they are grouped better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1433 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-10 22:41:23 +00:00
rastaf.zero@gmail.com
ae1d99ee73 Almost all chemicals sould heal and harm humans and non-humans properly.
Various bugfixes for cult.
-raised and manifested are cultists
-you cannot use target for sacrificing
-free a cultis frees from muzzle, closets, pods
-removed unused files.
Added satitize() to emotes.
Extended and Random were returned to Game Panel.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-10 20:57:42 +00:00
noisomehollow@lycos.com
bb46286e6b Reverted ninja stealth so it works again.
Ninjas now explode when they die.
Ninja mask obscures speech (garbles text) if the voice modulator is not set to mimic voice.
Ninja hood makes one not trackable by AI if worn, much like the agent card.

Certain obj/item/clothing items (canremove=0) will not be removable by normal means. Currently only set for ninja stuff and the suicide vest. The suicide vest might explode if active and someone tries to strip it off a person.
Removed heat protection from black shoes. Not sure why it was there.
Removing a mask from a monkey via text window will now properly give a message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1370 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 02:15:19 +00:00
noisomehollow@lycos.com
50dd198fb5 When ninjas teleport into a living mob(s), that mob is gibbed. HIYA
Added emp pulse to ninjas powers (Ninja gear is not affected by EMP).
Ninja mask protects against flash (portable and set).
Ninja mask can toggle voice changer and vision modes (right click).
Ninjas can toggle stealth (right click suit).

Thermals and mesons no-longer give (slightly) better night vision.
Commented out tray sounds until we get the files uploaded so the game compiles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1349 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 00:10:16 +00:00
baloh.matevz
6b4ec6abf5 You can now make plaques from gold. Put a plaque on a wall and engrave an epitaph.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1341 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 09:59:02 +00:00
noisomehollow@lycos.com
539982ffa7 Updated ninjas. They now have three basic abilities, teleporting quickly (direction facing), precise teleporting (turf), and throwing smoke. No energy requirements or some other stuff at the moment.
Death Squads are now limited to Game Masters.
Ninjas can now be called by anyone above Trial Admin... or whatever it's going to be called.
The Mind Swap spell will not affect ninjas.
Corrected ninja names and titles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1332 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-01 23:49:10 +00:00