Commit Graph

9 Commits

Author SHA1 Message Date
noisomehollow@lycos.com
ab87c76da1 #Beta: added code phrases for traitors which consist of the code phrase and the code response (which consist of a sequence of words). They are meant to flow into a regular conversation in the sequence provided. There is also a small chance that a traitor may not know either phrase or response, or both.
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.

#Added new mech sprite.

#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.

#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 09:45:56 +00:00
rastaf.zero@gmail.com
65a0eefcf7 Added option KICK_INACTIVE. Uncomment it in config.txt if you want to disconnect inactive players.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1472 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-18 15:47:20 +00:00
rastaf.zero@gmail.com
f908e53d8e Map updated:
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
2011-04-18 15:10:47 +00:00
mport2004@gmail.com
706ad091cd The AI/bots now leave hidden fingerprints on things they touch.
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 23:16:47 +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
uporotiy
1ad450eb19 You need an agressive grip to table now, as well as being within one tile of the table (to nerf teletabling).
Teleport only runs once at the beginning of the round, hopefully reducing the lag in wizard rounds.
Wizards can't telepot back to their shuttle to afk now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@707 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-27 11:02:10 +00:00
crazyclonetheninja
07fb210d29 Hat storage added! Currently only used for detective's candy corn.
Stripping now works for taking off suit storage as well as emptying hat storage.

Prison Management Computer now only requires armory access, not armory and captain access.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@609 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-14 17:30:13 +00:00
n3ophyt3@gmail.com
c4c2215906 A new item slot now exists for discerning suit-wearers!
Look for the new slot above where you shoes go, assuming you don't hide them.
  While wearing an outer suit (basically anything other than a jumpsuit), you can store an item here.
  Allowable item(s) for the slot varies depending on what you are wearing
  IF IT IS A SUIT I DIDN'T DEFINE ITEMS FOR BECAUSE IT WASN'T IN CLOTHING.DM: Emergency oxygentank
  Biosuit/plague doctor suit: Emergency oxygentank
  Detective suit: Detectives revolver, ammo for said revolver, cigs, zippo, forensics scanner, taperecorder
  Judge robes: Cigs, space cash (not that any of our space judges would dream of accepting a bribe)
  Lab coats: bruise packs, ointment, dna injectors, droppers, syringes, hyposprays, med analyzers
  Apron: Plant-b-gone, seeds, plant scanner, nutrients, minihoes
  Wizard robes: Teleport scrolls
  Armor (all varieties, which includes HoS coat): Energy weapons, batons, handcuffs
  Captain armor: as regular armor, also emergency oxygentank
  Firesuits: Emergency oxygentank, flashlight
  Spacesuits (all varieties, including RIG): Emergency oxygentank, flashlight

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@557 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-07 01:46:06 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00