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
The hazard vest
It's just a "reflective" vest that spawns in engineering and CE lockers. Doesn't do much yet, but more will be added sooner or later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@604 316c924e-a436-60f5-8080-3fe189b3f50e
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
If you look at your PDA window, there should be an option to stick an ID in, like with some computers.
While carrying an ID, a PDA can be used for almost everything an ID can.
While ID scanners can read cards through a PDA, it is difficult to shove a PDA into the ID slot on some computers.
It is possible I missed some functions, but I was quite thorough in my sweep through the code.
In the event of PDA destruction, any inserted ID is ejected unharmed.
It is now possible to stick PDAs in your jumpsuit's ID slot.
Since PDAs are named, you can disguise yourself as someone else using one.
Beepsky/ED-209 can see through a PDA disguise if you stick your real ID in for access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@592 316c924e-a436-60f5-8080-3fe189b3f50e
Fake wizard costume is now able to cast spells like the other two. Wizards still start out with the updated suit.
Fixed toy swords not having their icons set properly.
Updated the tactical turtleneck sprite, the old one is available as a toy.
Updated soviet uniform.
Modified swat shoes to be darker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@590 316c924e-a436-60f5-8080-3fe189b3f50e
Maximum temperature raise because of running for fat people is now limited.
Some code cleanups.
Added fuel canister with sprites (needs to be fixed, just like the bucket)
Added magboots inhand sprites.
Removed obsolete "fullness.dmi"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@589 316c924e-a436-60f5-8080-3fe189b3f50e
Moved contents of oil.dmi into robots.dmi for consistency. Deleted oil.dmi.
New alien gibs as well as gibing animations for monkeys, aliens, and robots.
Disintegrate animations for monkeys, aliens, robots, and humans.
Updated clean bot to remove robot and alien gibs/blood/oil.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@588 316c924e-a436-60f5-8080-3fe189b3f50e
- Added ID check for mechs.
- Custom mouse pointer test for combat mechs.
- Fixed atmo tank injectors showing "On hold" forever.
- Made max metal, glass and rods stack amounts global constants for easy tweaking.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@576 316c924e-a436-60f5-8080-3fe189b3f50e
Changed icons of RD and CMO secure closets.
Added a medical wardrobe closet to Med Bay.
Moved toy icons to toy.dmi.
Renamed Invisibility to Ethereal Jaunt.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@573 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the floating APC in Bar.
Added a light in Morgue hallway.
Lawyers no longer spawn in the vacant office.
Locker added to Kitchen storage room.
Kitchen Mule drop-off changed once again.
Universal enzyme added to Kitchen, removed one olive oil.
Hypospray for CMO re-added.
Exercise room made slightly larger with more chairs.
Genetics is no longer surrounded by r-walls inside Med Bay.
Vacant office had floor changed, along with removal of some items.
HoP now has a HoP jumpsuit in his locker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@566 316c924e-a436-60f5-8080-3fe189b3f50e
•Fixed Inadlozoblahblah not fixing injury or deficiency eye damage.
•Added plasma canister next to engine radiation collectors so they can fill up dem tanks.
•Added 2 new soda machines, as they get no love :3
Bullet points~
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@565 316c924e-a436-60f5-8080-3fe189b3f50e
Chaplain can now hit floor with his bible to reveal hidden runes in small radius around him.
Tweaks to cultist game mode:
Words that arent commonly used are never revealed to cultists on game start.
Game aborts if there are less than 3 possible cultist players (used to need at least 1, and it sucked because of not enough word knowledge.
Small bug fixes and more flavour/explanation text for some runes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@559 316c924e-a436-60f5-8080-3fe189b3f50e
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
CMO now has a personal locker.
CE gets a pair of mag boots in his locker. Previously commented out.
Added department head sets to head lockers.
Fixed MULE dropoff at Security and Kitchen.
Syndicate space suits now slow you down by a small amount.
New prize at the arcade.
Added back Robocop selection for Security borgs.
More CentCom area adjustments.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@556 316c924e-a436-60f5-8080-3fe189b3f50e
Added check if you already ate something but it was not yet metabolized. It's harder to overeat now.
Improved the random look generator. Now it takes in account real-life statistics of skin tone and blood group distribution, and has different colors.
Fixed bug that sprinkles did not metabolized in non-security body.
Made rig suit to be proper space suit.
Cleaned some code
Made mopbucket to have 100 volume.
Added radio report diagnostic verb (but with no effect for now)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@551 316c924e-a436-60f5-8080-3fe189b3f50e
Machine Overload and Reactivate Camera now only work on the appropriate items. Making the verb only show up on the proper items is a far more intensive (if even possible) effort.
The Blackout module is now more likely to hit areas that previous attempts failed to overload. (30% chance first attempt, 60% chance second attempt, 90% chance third attempt, 120% chance forth attempt, etc)
Moved the module picker verb to the Malfunction tab.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@541 316c924e-a436-60f5-8080-3fe189b3f50e
I am very much unhappy with the current state of the lockdown, as it leaves the robot unable to speak (and thus unable to explain itself), but I have thus far been unable to find an easy way to leave it unable to act while still able to speak
Cyborgs can no longer use the robot terminal against cyborgs that aren't themselves
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@538 316c924e-a436-60f5-8080-3fe189b3f50e
RCD disabler, Machine Overload, Blackout, and ReCam modules now properly stack uses when purchased multiple times.
It is no longer possible to buy multiple uses of one-time modules like Fireproofing, Turret upgrade, and CentComm Report Hack.
Fixed an inaccuracy in the purchasing list (large modules were listed as needing 55 cycles, they only remove 50)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@536 316c924e-a436-60f5-8080-3fe189b3f50e
(Way back when I made buildable AIs I made AIs unable to detonate borgs that didn't belong to them, to keep possible AI wars from causing cyborg apocalypses.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@533 316c924e-a436-60f5-8080-3fe189b3f50e
Proper assembly for ED-209 is "Frame - Metal sheet - leg - leg - weld - security vest - helmet - proximity - wires - taser - *screwdriver* - battery".
Tweaked some hunger-related values.
Fixed nutrition icon.
Made slower metabolism 10 times slower than normal.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@531 316c924e-a436-60f5-8080-3fe189b3f50e
-Added red wizard robes as a hackable item to the new magivend. Functions as normal robes.
-Gave the robotics console a unique sprite, and modified the solars sprite so that it fit with the power monitor console.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@527 316c924e-a436-60f5-8080-3fe189b3f50e
Added Airlock Electronics to Tool Storage (1), Tech Storage (4), Quartermaster Office (1), Emergency Storage (1), and Engineering (3).
HoP now has a blue suit inside his/her locker instead of green.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@526 316c924e-a436-60f5-8080-3fe189b3f50e
UI icon for your nutrition status. If not working - will be fixed a little later.
Walking makes you hungry faster. Running makes you hungry even faster.
Big hunger makes you slower.
Overeating for a prolonged period makes you fat.
Meat from gibber depends on nutrition of person who was put into it. Fatties go first.
If a person is in a sleeper or Cryo Cell, all his processes running 5 times slower.
Fixed bug when multiple persons could move into one sleeper.
Warden is now choosable after the game started.
Added ED-209 assembly process. Frame - Metal sheet - leg - leg - weld - security vest - helmet - proximity - wires - taser - battery. Security should reprogram it to patrol after that.
Added ED-209 sounds.
Added Airlock Electronics. When you want to make airlock - you take one, swipe your ID, if it is ok, you choose desired access and put it into the assembly instead of multitool. Also when disassembling, you get one.
Added prototype of chemical explosions system. WIP.
Added Imidazoline, Glycerol, Niroglicerin.
Added Explosion verb to the admins.
Added Attack Log verb. Does not work yet. WIP
Added output of jobban messages to the jobbaned person.
Standing/lying icon updates accordingly to your state.
Bucket now has volume 90. It was strange that beaker was larger than a bucket.
Changed Master Controller to introduce the new status output - loop frequency. If it will lag - revert just master controller file back.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@522 316c924e-a436-60f5-8080-3fe189b3f50e
Captain's armor, hat, jumpsuit are now blue. HoP's jumpsuit is also blue.
Old colors are now centcom Commander and Centcom Officer jumpsuits/armor.
Green=Central Command.
Blue=Command.
Red=Security.
White=Research.
Yellow=Engineering.
Light Blue=Medical.
Stamp colors changed to reflect this. Command radio also changed.
Minor tile color changes to the Bridge and other places.
Warden now has a dark red undersuit instead of blue.
Rig suit is fixed and is now in Engineering once again.
More redundancy fixes in clothing code.
Removed techpriest.dmi from mob. Not sure if it was committed with the last update. Sprites are stored in mob/robots.dmi.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@515 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed AI Satellite. Turret controls are aligned properly now, several cameras re-added.
Switched Warden and HoS areas; they are now properly attached to their respective offices thanks to AtomicTroop.
Nuke Storage now has access to maintenance.
Air alarm map fixes thanks to Blade_.
Icon Updates:
Color adjustment on riveted walls.
Updated decal sprites acquired from a Russian SS13 build (with permission).
Alien meatspike sprite updated.
Fixed plague doctor gas mask in clothing code. Probably requires further revision.
Removed kobold.dmi from obj. Empty file.
Removed kobold.dmi from mob. Copy of sprites in mob, mob.dmi.
Removed techpriest.dmi as the actual sprite is contained in robots.dmi.
Removed sectoid.dmi from mob. Moved sprite to xcomalien.dmi.
Removed golems.dmi from mob. Moved sprites to misc, old_or_unused.dmi.
Removed junk.dmi. Moved sprite to misc, old_or_unused.dmi.
More updated female sprites.
Better female underwear sprites acquired from a Russian SS13 build (with permission). Modified to fit new female base models.
Icon Additions:
Added female AI Hologram and holopad (mob/mob.dmi and obj/stationobs.dmi).
Added elevator door (obj/doors/Doorele.dmi).
Added space ninja gear.
Facepalm display acquired from a Russian SS13 build (with permission).
Awesomeface AI display added.
Rig mining sprites acquired from a Russian SS13 build (with permission). Added item holding sprites for the suit. Rig suit replaces space suit which spawns in Engineering.
Robocop sprites acquired from a Russian SS13 build (with permission).
ed209 sprites acquired from a Russian SS13 build (with permission). Unused at the moment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@511 316c924e-a436-60f5-8080-3fe189b3f50e