- 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
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
- Yo dawg we herd yo dislike errors, so we removed a link from yo link.
- Added health for space pods.
- 2 projectile sprite.
- Misc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1520 316c924e-a436-60f5-8080-3fe189b3f50e
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
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
1. Drill
2. Hydraulic Clamp.
3. Ore Box in cargo.
then ore will be moved to ore box.
- Mech fabricator build speed increased.
- Mech fab queue updates through byjax.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1514 316c924e-a436-60f5-8080-3fe189b3f50e
For non-coders:
- Added floor lights
- To build: Use wire on glass, use metal on the assembly you get, use it on a plating. To fix flickering or broken tiles, use a lightbulb on them.
- To deconstruct: Crowbar on floor to remove it, crowbar on light tile to remove metal, wirecutters to separate the wire from the glass.
- Click on tile with an empty hand to turn it on/off
For coders:
- The turf system has been rewritten to contain a tile variable which defines what kind of turf it is. The 'intact' var can no longer be used to determine if the turf is a steel floor. Intact only tells if wires and pipes are to be hidden (for hide() procs)
- Use is_plating(), is_steel_floor() and is_light_floor() to determine the floor type.
- Use make_plating(), make_steel_floor() and make_light_floor() to do this. They take the floor tile by default as a parameter, if none is given they will make one themselves.
Credits for the sprites go to Hempuli, used with permission.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1513 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed bug with mechs not reading ID permissions from PDA.
- Updated H.O.N.K menu code.
- There should be no delay in updating mech equipment info in exosuit stats window.
- Added armor booster sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1510 316c924e-a436-60f5-8080-3fe189b3f50e
Replica pods are now available for growing. They're limited to 3 seed packets, take 10 minutes to clone a human by default (ie if you don't breed them) and have a 70% chance to grow a plantman instead of a human (again, by default). To make the pod clone a human, you merely need to inject the seeds with his blood. Then, if he's dead by the time you harvest the pod plant, you'll clone him, otherwise it'll be an inert clone. Planting the seeds without injecting them with dna allows you to breed them so they're better, as they always result in one seed packet on harvest if there's no dna.
Map
Added an easter egg. Moved Kingston's cup to medbay.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1509 316c924e-a436-60f5-8080-3fe189b3f50e
Works like a normal syringe except for the following.
Cannot draw blood.
Takes 30 seconds to inject.
Injects 50 units all at once.
I've included one preloaded lethal injection needle into code for map builders to use, or for admins to spawn for testing in game.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1508 316c924e-a436-60f5-8080-3fe189b3f50e
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
- Fixed a couple of nasty mech fabricator bugs.
- Tweaked mecha status window.
- Mecha equipment is now detachable (the command is in mecha "Equipment" menu).
- Misc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1506 316c924e-a436-60f5-8080-3fe189b3f50e
ATTENTION MAPPERS! If turret control thingy is not in the same area as the turrets, set its control_area variable to either area name or area typepath.
If it's in the same area, you can leave control_area null.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1505 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
- Fixed two misplaced pipes in atmos, so hopefully the AI won't get endless atmos alerts a few dozen minutes into the game and will hopefully reduce atmos lag at round start.
- Patient's locker should now contain the proper equipment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1501 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
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
Code:
- White wardrobe now called white wardrobe instead of medical wardrobe, contains 5 white jumpsuits and 5 white shoes, 1 placed in genetics for people without clothes.
- Added patient's locker, works like personal lockers, contains 1x white jumpsuit, 1x white shoes (2 outside surgery, 1 in genetics)
- Syringe box no longer has the "(biohazard alert)" in it's name, it's moved to the description.
- Riot crates are once again orderable (unrelated bug fix)
- NanoMed dispensers now only contain 4 spaceacilin dispensers each, 1 more placed in the examination room, 1 in virology
- NanoMed dispensers now contain 4 beakers and 2 droppers
- Security officers no longer spawn with mime gloves in their backpack
- Medical locker now contains 2x inaproveline bottle, 2x antitox bottle, 1x syringe box, 2x dropper, 2x beaker. Removed supplies moved to tables and such.
- anesthetic lockers now contain 3x anesthetic tank and 3x breath mask
- Medical garb locker renamed to medical doctor's locker, contains a labcoat, white shoes, medical backpack, breath mask, medical cartridge, medical headset and medical belt.
- CMO locker now contains a cmo jumpsuit instead of a medical one and no longer contains the air tank
- Regular first aid now contains two kelotone pills instead of ointment
- Fire first aid kits now contain an additional 2 kelotone pills instead of ointment (they contain 4 pills, 2x inaproveline syringe and an analyzer)
Map:
GENETICS:
- Replaced empty closet with patient's closet which can be locked
- Replaced genetics wardrobe closet with white wardrobe closet
- Moved glasses box to clone room
- Added a 2nd diskette box
CMO Office
- Added an emergency closet for aesthetic reasons
MEDICAL STORAGE
- Placed 3x sleep toxin bottle on the table
- Placed 3x toxin bottle on the table
- Removed all first aid kits
- Placed glasses box on table
- Old garb locker is now a MD Locker
CHEMISTRY
- Doubled the supplies intended for grenade making so they can make 4 grenades now (once their construction is fixed that is)
- Added a third inaproveline bottle
- Removed kelotone pill bottle
- Added 2 empty pill bottles
- Added a second dropper
EXAMINATION ROOM
- Removed latex glove box
- Added inaproveline and antitox bottle on the table
- Added 2x inaproveline syringe on the table
- Added 1x spaceaciline syringe on another table
- Added a MD's locker (replaced closet)
SURGERY READY ROOM
- Replaced 2 closets with 2 patient's lockers
- Removed medical mask box.
MEDBAY LOBBY
- Now contains 2x fire first aid.
- Now contains 2x toxin first aid.
- Now contains 3x regular first aid.
- Contains 1 inaproveline, 1 antitox, 1 tox and 1 sleep tox bottle
- Contains a few inaproveline syringes, empty ones and boxed ones on tables around.
- Contains only one latex glove box and an extra set of gloves on a table
- Removed antitox pill bottle.
As with the r1490, please post any concerns or opinions you have. Try to be a bit more constructive this time. Generally if you were not able to keep score on what got removed and what got added, there is now less of all bottled medicine, but considering noone used the one that was locked away in medical lockers, it is not much more accessible and with that, more useful. There is the same number of medikits around, just placed in different areas and there is generally the same amount of stuff around, but it's easier to get to for non-medical personnel. The only serious nerf that I am aware of is the reduction of spaceacilin, but there are still 9 syringes in medbay, despite that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1497 316c924e-a436-60f5-8080-3fe189b3f50e
- Suit properties are better organized (so they can be clearly/ quickly read and edited).
- Fat People can wear All robes, lab coats, aprons, suspenders and the hazard vest.
- Radiation suit has a heat transference of .30 now, 1000 protective temperature, gas transfer coefficient of 0.90. Reason, it may be made with lead, but it isn't a fire suit that also has radiation protection.
- Chef Apron has heat transference and permeability at .50. Reason, it will make it slightly harder to heat up, and it keep you from getting sick better than wearing nothing to shield you from germs.
Just minor little tweaks, nothing important overall. Unless you enjoy being a fat doctor or chef a lot.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1496 316c924e-a436-60f5-8080-3fe189b3f50e
- Mobs can climb out from mechs (think chestbuster chestbusting or similar).
- Cleaned up alien weed code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1495 316c924e-a436-60f5-8080-3fe189b3f50e
- I agree that setting up as engineer is a pain, so engineers will now start out with a utility belt with everything from a mechanical toolbox in it (except for the analyzer) and a piece of wire in it. For the moment this spawns in their hand due to traitor assignment requiring the PDA to be in the belt slot.
- Engineers now also spawn with a hardhat on
- Hardhats removed from engineers lockers
- A hardhat has been placed on the rack with the fire suit for a HoP-assigned engineers.
- Utility belts on the racks reduced from 6 to 2
- Placed two empty syringes in hydroponics
- Deleted all blob spawns and placed them again in hopes that they actually cause some damage now...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1492 316c924e-a436-60f5-8080-3fe189b3f50e
The code part of the update.
i74 - I don't want to deal with AI stuff.
i72 - Not a bug, but remains here because it concerns the SVN.
i70 - No idea how to fix.
i68 - Nobody knows how to fix process(). Will look into later.
i67 - I don't want to deal with AI stuff.
i66 - Fixed.
i59 - What can I say? It's atmos.
i51 - Is explained on the forum
i50 - Couldn't replicate.
i49 - FIXED.
i48 - I'll look into it later.
i46 - I don't think that's a good idea.
i45 - I don't think that's a good idea.
i44 - No idea how to fix.
i42 - Already been fixed.
i38 - Outdated (not present on this map)
i36 - No idea how to fix.
i32 - I don't think that's a good idea.
i31 - Isn't fixed, bug the spriters for that.
i30 - Fixed.
i29 - I don't think that's a good idea.
i27 - Added (not really easy to playtest properly, though, so it's probably buggy)
i25 - Outdated (works on this map)
i23 - Fixed (you can now only aoe 5 times per minute)
i18 - Not a bug. Moved to my "possibly but not really" projects folder.
i17 - Already been fixed.
i16 - Already been fixed.
i13 - Not a bug. Moved to my "possibly but not really" projects folder.
i12 - Already been fixed through different means.
i10 - Fixed (thanks to the suggestion in the comments)
i 6 - No idea how it works, can't check. According to Agouri, still present.
i 5 - Not important right now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1491 316c924e-a436-60f5-8080-3fe189b3f50e
Code:
- CE now spawns with black gloves instead of insulated
- Station Engineers no longer spawn with insulated gloves
- CE no longer spawns with mesons
- CE locker no longer contains a firesuit, mesons (moved to desk), magboots (moved to RIG rack), earmuffs
- Engineering locker no longer contains earmuffs
Map:
- Rebalanced engineering:
- - Electrical locker now contains 2 sets of insulated gloves
- - Two pairs of insulated gloves spawn on tables and racks in engineering
- - Fire locker removed, replaced with a rack with 1 fire suit
- - Emergency toolbox removed, replaced with crowbar + flashlight
- - Two additional flashlights added to a table
- - Two pairs of earmuffs added on tables
- - Cell charger added to engineerging and atmospherics combined lounge
- - Added two more weldfueltanks and 1 more water tank in better locations in engineering
- - Placed a pair of meson scanners in CE's office
- - Magboots moved from CE's locker to his RIG suit's rack
- - Kelotone pill container removed, placed a single kelotone pill in the CE's office
- Rebalanced hydroponics:
- - Removed toxins first aid kit
- Rebalanced crew quarters
- - Added two more maintenance entrances
- - Removed both racks with gas masks from maintenance
- - Slightly changed how maintenance ends north of the gym
- - Added borg charger to one of the toilets
- - Replaced first aid kit with 2x bruisepack + 1x ointment
- Rebalanced security:
- - Replaced first aid kit with 2x bruisepack, 1x ointment, 1x health analyzer
- - Removed toolbox
- - Added crowbar to officer spawn and armory
- - Removed EOD suit from officer spwan (2 remain in armory)
- Rebalanced mining
- - Made the mining dock a lot smaller
- - Removed one electrical toolbox (0 remain) and one mechanical toolbox (1 remains)
- - Removed a weldfueltank (1 remains)
- - Removed 1 emergency closet (1 remains)
It's likely I missed an item or two, but this is only tier 1 in this rebalancing. Committing now so I don't loose work that's already been done.
I forgot to update to r1488 prior to making my changes. I copied the whole centcom z-level and hope no other changes were made. I hope this doesn't cause any problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1490 316c924e-a436-60f5-8080-3fe189b3f50e
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
- 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
Also deleting map versions 2.0.3 - 2.0.6 due to them not being used anymore. If anyone needs the maps, they'll still be available in revisions prior to this one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1483 316c924e-a436-60f5-8080-3fe189b3f50e
I guess this is what I get for testing things, then changing sprite names and icons/ item states names for items. Fixed it anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1481 316c924e-a436-60f5-8080-3fe189b3f50e
The badmin button still works, but SoS will likely be mad at you if you push it. So don't push it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1479 316c924e-a436-60f5-8080-3fe189b3f50e
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
I speak of the research director's head set having a medical channel. It is removed now. The RD hasn't been a medical staff member for a long time now, BECUSE SHE IS A RESARCH DIRECTOR! She is not the CMO.
Now then. As it stand now from my two radio headset updates:
- Medsci personnel have medical and science channels.
- Roboticists have a science channel.
- The RD is now focused on the science channel, so she can keep better tabs on the various people she is Directing, for research.
All the research departments can talk to each other now, and say things like "Chemist, bring some acid to robotics" or "Chemist, set some acid out for R&D" or "Hey R&D, I need some mech boards".
So yeah.
RD looses medical channel on her head set.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1475 316c924e-a436-60f5-8080-3fe189b3f50e
Added trigger spell, which basically activates two or more spells at once. Used that to fix fireball and blind to what they were pre-change (not code-wise, but the same for the end user).
Projectiles aren't limited to default spells now.
All spells now use a user argument (=usr by default) instead of usr.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1474 316c924e-a436-60f5-8080-3fe189b3f50e
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
Bugfix for the bar (pipe and light).
AI upload and AI upload foyer are diveded into two separete areas.
Blender moved to the right.
Update from Nikie:
KickInactiveClients now works!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1471 316c924e-a436-60f5-8080-3fe189b3f50e
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
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
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