Commit Graph

13 Commits

Author SHA1 Message Date
VitrescentTortoise
9ba719e4e1 Fixed forcewalls. 2013-05-28 18:32:59 -07:00
petethegoat@gmail.com
1aaee90154 Updating the conjure spell to just use paths instead of strings.
Removed the needless Del() from event.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5512 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-11 00:08:17 +00:00
aranclanos@hotmail.com
6bd913a6a5 Some small changes and fixes on my last commits.
-Removed the extra dot on mineral wall descriptions
-Uranium walls can be dismantled with objects again
-Moved around the commented out code in walls_mineral.dm
-Improved the code by changing the typesof() procs to ispath()
Thanks to Carn and Sieve

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5062 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-14 14:07:34 +00:00
aranclanos@hotmail.com
dee7b74a45 -Changed turf creations, merging everything to only one proc
-Fixes Issue 1085 - Artificers creating turfs with buggy lighting
-Spells now will use the proper proc to create turfs

Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-13 13:39:00 +00:00
sieve32@gmail.com
307a951566 -Fixed space suits not being space-worthy. This was due to them not having a define for heat protection, which meant you'd roast at the slightest provocation. Made a MAX_HEAT_PROTECTION define for space helmets and space suits, so they can be changed later if needed. Currently, space helmets have the same heat protection as every other helmet, and space suits have the same protection as every other armor (600K for each.)
Fixes Issue 827
-Added a sound to conjure spells for artificers, to provide feedback and be less confusing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4497 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-19 21:21:24 +00:00
sieve32@gmail.com
8a41c895ec -Added a do_after() to Artificer spells so they can't spam walls/rwalls
-Added myself to the admins.txt so I don't have to keep dealing with it

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4139 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-22 06:29:05 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
uporotiy
9ea9ed4b98 Small tweak to the spell system. Conjured objects can now have their vars changed when they're conjured.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1650 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 17:06:53 +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
uporotiy
b7db69b6f8 Object spell system v1.1
Completely revamped the classes, it's even more streamlined now. Got a few bugs and tweaks (namely, blind doesn't work, fireball got buffed up as compensation for not dealing additional damage to the target), but it's okay, since nobody uses those anyway.
 Fixed the bug with emagged borg laws.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1465 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 18:49:46 +00:00
uporotiy
be85fc280d Object Spell System v1.0
It is now fully implemented, though I might continue work on it (especially with all the bugs no doubt present in the code). To turn on wizards spawning with an spellbook that gives object spells as opposed to verb spells, uncomment the FEATURE_OBJECT_SPELL_SYSTEM line in config.txt
For the end user, the vanilla (without spell var editing) wizard, the only two differences are having to click spells to use them (not being able to right-click stuff and cast spells that way or type them in the command line) and having a nice little countdown for a spell's recharge time.
 Changelog
It is now less horribly blue on white and more nicely black on white.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1381 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 20:34:41 +00:00
uporotiy
da422ec0f2 Spells update. I'm still waiting for that emp_act(), muskets, so I can finish the base spells.
Traps framework complete. Two sample traps.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@885 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 15:07:30 +00:00