Commit Graph

70 Commits

Author SHA1 Message Date
mwerezak
0319c96502 Adds docking support to shuttles, NanoUI 2014-06-09 23:41:08 -04:00
Zuhayr
69c882bfec Fixes #4973 2014-06-01 20:46:58 +09:30
Mike
d684a77119 Fixes #4780 2014-05-01 23:58:47 -04:00
VitrescentTortoise
9ba719e4e1 Fixed forcewalls. 2013-05-28 18:32:59 -07:00
giacomand@gmail.com
015b19f800 - Added null checks for get_mobs_in_radio_range().
- Added a check to EI NATH for humans who are brainless.
- Fixed fires runtiming. When I replaced del(src) with a garbage collecting proc, I forgot to return afterwards so the rest of the code didn't execute.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5567 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-17 06:52:49 +00:00
aranclanos@hotmail.com
a8cb1dc4f8 Some improvement to the teleport scroll and spell code. It unbuckles the user now.
Thanks to Nodrak~

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5565 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-17 06:22:29 +00:00
petethegoat@gmail.com
b7f29ca03e Committing a new wizard spell, by S0ldi3rKr4s0, and a fix for jetpack mining borgs not having their eye overlays, also by him.
In totally unrelated news, added a horse mask.
Improved say.dm, so that adding more mask voicechanging snowflake code shouldn't have quite such a big impact.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5534 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-12 22:52:49 +00:00
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
692fc1b95a Runtime fixes for the spells conjure carp and conjure creatures, I updated their paths to the correct ones.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5507 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-10 17:32:41 +00:00
aranclanos@hotmail.com
26b7c43cb6 Runtime fix for using the spell teleport to an area without suitable turfs, it's the same failcheck than the scroll of teleportation.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5484 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 10:47:08 +00:00
giacomand@gmail.com
d8c1b3c0b7 -Made Disintegrate (EI NATH) leave the brain of the victim. Allows possible players to get back into the game while also looking cool. I will think later about adding the possibility of soul stoning brains for extra fun dosages.
-Changed some text around.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5301 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-12 22:01:09 +00:00
giacomand@gmail.com
dc63fb4cd0 -Re-implemented fireballs to use dumbfire, so you don't choose a target but instead it just shoots in the direction of the user. Changed the cooldown back to 10.
-Forgot to add the staff of animation to the list of available spells. Fixes a runtime.
-Gave the clown the under-used water flower which squirts a unit of water.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5261 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-05 17:54:58 +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
Kortgstation@gmail.com
ed3f216514 Cult swords are force 30 now, and don't fit in bags or on belts. Use the damn robes they come with if you want to use em.
Artificers no longer have delay on spells, but can't create R-Walls

Carp attack damage is now 15 flat, having a chance to deal only 5 makes them far too weak.

Bears now actually have an attack value higher than zero, so players keyed into the bear can attack.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4672 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-10 01:31:54 +00:00
giacomand@gmail.com
4595e70d27 Fixed Issue 897
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4654 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 07:04:22 +00:00
giacomand@gmail.com
b888b60567 -Increased the delay for the recent messages filter to reset. This will hopefully stop telecomms from broadcasting twice during lag.
-Added obj/effect's to update what the AI can and cannot see. Resin walls and smoke can block vision.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4619 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-04 14:09:18 +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
baloh.matevz
44fb70ffd4 - Changed all "male" and "female" assignments to use the constants MALE and FEMALE.
- Added a message_admins() message which is sent if a character setup mismatch is detected to help diagnose the problem.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4496 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-19 17:56:51 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
baloh.matevz
097aae989c - Fixes issue 675. I just added a few Move() -s and it works fine.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4468 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 08:01:13 +00:00
petethegoat@gmail.com
faea964e13 Fixes issue 521.
Fixes issue 676.
Fixes issue 700.
Fixes issue 753.
Fixes issue 754.
Fixes issue 755.

Additionally I slightly cleaned up grenade code and stunglove code, and removed mustardbomb.dm (because it was fucking awful).

THIS BUGFIX TRAIN AIN'T STOPPIN'
Thanks QualityVan for the issue 521 fix, and thanks Nodrak & Tobba for pointing out my dumbness for issues 753 & 754 respectively.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4382 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 19:51:08 +00:00
elly1989@rocketmail.com
81bff7c5f5 Important!
Minds part2 - Carn loses her mind.

The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).

Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.

mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?

Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.

A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.

Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.

TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.

NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 20:51:55 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +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
johnsonmt88@gmail.com
8432f2aabe Resisting out of lockers
- Being inside a wrapped locker no longer delete you when you resist out of it. Fixes Issue 596
- Resisting out of a locker now takes longer then 5 seconds

Certain spells can no longer be cast on z2
- 'walk through wall' spells are disabled to prevent people from getting to centcomm
- 'construct turf' spells are disabled because turfs in transit space crash the server

get_contents()
- Now recursively runs through a mobs contents for items and should actually find everything.
- Now take package wrapped items into account.

check_for_contents() now simply calls get_contents() to generate a list instead of using copy/pasted code from get_contents().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4064 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 01:00:22 +00:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
kortgstation@gmail.com
fcd37a3924 Wraiths now have their own jaunt animation, courtesy of Ausops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3551 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 19:20:35 +00:00
kortgstation@gmail.com
0e62a55fd5 Added cult girders (sprites by Ausops).
Cult walls can now be reduced to said girders.

Artificers can now create cult floors with a new 

Added the damaged cult floor sprites by Ausops.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3466 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-16 06:11:41 +00:00
kortgstation@gmail.com
03158b34e3 Changed Magic Missiles cooldown to 15 seconds.
Made the range on Artificer 0 so the shell will spawn under the user.

Wraiths can now see in the dark.

Moved the emergency storage near arrivals to replace chem storage, put an art supply storage where the emergency storage used to be.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3332 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-20 22:54:30 +00:00
VivianFoxfoot@gmail.com
19555c7cfb Fixes wizard projectile spells. (Issue 387)
Adds a var to the spellbook that determines if it can be used for buying veil renders and arsenals.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3259 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-06 02:11:22 +00:00
kortgstation@gmail.com
edc49b3047 New construct type: Artificer. Capable of constructing walls, creating materials needed for more constructs and repairing those that already exist (by attacking them). Sprites from Ausops.
Wraith phase shift is a bit longer so you can actually get through the entire wall when BYOND is lagging. Wraith has new sprites from TankNut

Juggernauts minimum damage was raised

You can now tell if a construct is wounded by examining it

Simple animals (constructs, Ian) can now see their health in the Status tab

Added spells for summoning soulstones, walls, r_walls, and a lesser version of the spell for summoning construct shells

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3161 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-21 05:32:10 +00:00
kortgstation@gmail.com
32f4fc9d94 Fixed the cooldown time on Phase Shift (was 2 seconds instead of 20)
Lowered the lifespan of the forcewalls created by the spell Shield

Changed the "Relentless" var to "nopush" by Urist's orders (no mechanical change, but a technical name rather than a fluffy one)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3055 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-08 17:08:55 +00:00
kortgstation@gmail.com
b324db9b7e The armoured construct is now known as the Juggernaut. Its health was lowered and it takes massive damage from being hit with a bible. The Juggernaut has a lesser version of force wall.
Added the Wraith construct, a faster, more fragile construct which has a lesser version of Ethereal Jaunt. It too is vulnerable to bibles.

The Chaplain is now immune to blood boil, stun talismans, and cult blind/deafen

Constructs are finally creatable by using a full soulstone on an empty construct shell. The creator will be able to choose which kind of construct is created.

Cultists can get construct shells from their supply talisman

Wizards now get the spell "Artificer" which allows them to create construct shells for free when they select the soulstone belt.

Medical Borgs are now relentless to prevent them losing hold of incapacitated patients.

Added the Artificer (conjure construct shell), Phase Shift (lesser jaunt), and Shield (lesser forcewall) spells

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3054 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-08 02:58:30 +00:00
uporotiy
3f5b76aff0 Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-14 16:38:46 +00:00
kortgstation@gmail.com
e3d8fe0b78 Husks can be borged again (if traitors have to hide bodies to avoid being tattled on by a clone, changelings can deal with it as well. You can change faces as well if you'e really worried about being caught)
Changeling genome requirement lowered from 8-12 to 6-12 (APPROVED BY MUSKETS COME AT ME URIST)

Regen stasis now heals cloneloss (in case you suffer a metroid accident)

Added a "summon creature swarm" spell for later use in cult.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2565 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-27 23:25:56 +00:00
rockdtben
f733c08847 Implemented adjustToxLoss(amount)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2535 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-20 00:12:49 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +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
a71691759c Aliens can now shape membranes.
AIs now see runes as blood.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2305 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 16:36:23 +00:00
kortgstation@gmail.com
6575e3e251 Cyborgs:
Tasers and lasers now drain twice as much battery per shot

EMP bursts now do 60 damage to cyborgs as opposed to 25

Guns:
Added the three Desert Eagles by Cheridan, none spawn on map currently

Added the sprite for the Ion Rifle by Falazameer, but it does not have any EMP effect yet/the code is unfinished

Wizard:

Finally fixed it so the wizard gets Lasers/Hulk instead of Laser/TK

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2174 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 05:46:50 +00:00
uporotiy
dc94650c31 Chaplains can now bless water. Holy water covering floors and walls (very shitty overlay currently, I asked Kor to make a better one) prevents wizards from jaunting through them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2127 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-05 07:14:16 +00:00
LastBattaWolf@hotmail.com
228be07b7c some fixes for more stuff I broke
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2064 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-29 05:24:28 +00:00
LastBattaWolf@hotmail.com
0d5948fdea The wizard now has a voice, and plantbags can now feed plants directly into the biogenerator.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2059 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-29 00:41:37 +00:00
mport2004@gmail.com
444f3f629b MindSwap once again does not need robes, however its range has been reduced to contact .
EI NATH will once again gib the target.
Head Revs will get a failure message if they are unable to convert a human they flashed.
Syndie suits taken out of the station, EVA now has 6 Grey, Engineering gets two RIGs, Mining still has 3.
Engineering Rad suits also protect vs biological hazards a bit
Fixed a cult convert bug I made a few commits ago.
Steal a RIG objective removed.
SecSunglasses now have the hud built in.
Added more sprites for Kor


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2051 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-27 04:58:32 +00:00
mport2004@gmail.com
3cae06c9c3 Fixed the signpost shuttle bug.
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-24 04:00:45 +00:00
LastBattaWolf@hotmail.com
163f1fc216 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2043 316c924e-a436-60f5-8080-3fe189b3f50e 2011-08-23 20:51:20 +00:00
mport2004@gmail.com
6b88250beb Moved some of the old pipe files into unused.
Explosions will delay a bit longer before allowing powernet rebuilds.
Removed the Ionstorm Command reports at Urist's request, he said he would add something later.
Added dust storms to meteor mode.
Fixed most of the runtimes in the latest log.
Wizards mind_transfer now needs his robes, this prevents the constant body swap mess.
Z 1 lost all of its areas sometime in the last two revs.  I think I got everything back in place but would not mind if a mapper took a look.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2037 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-22 10:59:54 +00:00