- Traitor grenades: 10 heavy range and 20 light range is now 4 heavy range and 10 light range
- Chem grenades: Chemists can no longer make EMP grenades as powerful as traitor grenades unless they use two large beakers. They used to be able to make EMP grenades as powerful as traitor grenades, or twice as powerful with two large beakers. Now they make slightly weaker versions unless two large beakers are used.
- Updated the list of uplink items to show that EMP grenade boxes hold 7 grenades since someone forgot to change it.
- EMP grenade boxes cost 4 crystals instead of 3.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5222 316c924e-a436-60f5-8080-3fe189b3f50e
-Added two more grenades inside the EMP kit.
-Made reagents, which react to turf, require a certain number of volume before affecting the turf. For instance, you need 5 units of Thermite on a wall now.
-Added an EMP pulse recipe. It will react immediately on the mixing of the required reagents, which are Uranium and Iron. A grenade with 50 units of Uranium and Iron will act the same as an ordinary EMP grenade, with 10/20 range. Less or more reagents will change the range.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4588 316c924e-a436-60f5-8080-3fe189b3f50e
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.
**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e