Commit Graph

10065 Commits

Author SHA1 Message Date
d_h2005@yahoo.com 8afca8ac7f -New booze sprites for the drinks that were removed. Re-enabled the recipes for the removed drinks.
-Drinking the Antifreeze booze makes you warmer. Duh.
-You now need 10 sheets of metal instead of 2 to make a gas canister, people can't FILL ENTIRE ROOMS WITH THEM. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3564 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-07 01:56:25 +00:00
Erthilo 026074d6c5 TG: (Might very possibly be broken. Didn't port most of the stuff due to it having been rewritten. - Erthilo)
Adds BS12 dismemberment.  Not all features of it are implemented yet, but it
should be equal to our previous system.
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed
like a good idea to do last night.  For some reason.
Adds an afterattack to mobs that can be used.  (In fairness, lots of shit in
attack_hand should be in there instead, like stungloves and stuff, to minimize
duplicated code)
Revision: r3537
Author: 	 VivianFoxfoot
2012-05-06 22:53:39 +01:00
Erthilo 0505efb4c4 TG: - Additional admin verbs and links will now display an ingame message to admins
when used:

- rudimentary transformations from the player panel
- give spell
- make sound
- kill air
- make alien
- make metroid
- grant full access
- assume direct control
- select equipment
- spawn xeno
- gib will now log even when gibbing yourself
- gibself
- change view range
- call shuttle
- cancel shuttle

- Also removed the 'stabilize atmos' verb. I noticed it had all of it's code
commented out, so it literlaly did not do anything.
Revision: r3535
Author: 	 baloh.matevz
2012-05-06 21:09:08 +01:00
Erthilo 28f7a58905 TG: - Added a rudimentary transformation section to the options panel (show player
panel verb). This allows rudimentary mob type changes to any mob. These are
however generic and non-mob-specific, as they only copy over some of the most
needed variables, such as the three name variables, dna and mind. They do not,
for instance, create a MMI for cyborgs. A note of this is also added to the
player panel.
- Once you click one of the links a popup will appear asking you whether you'd
like to delete the old mob of the player (yes or no) or cancel this
transformation.

Screenshot:
http://www.kamletos.si/options%20panel%20rudamentary%20transformation.PNG
Revision: r3534
Author: 	 baloh.matevz
2012-05-06 21:01:19 +01:00
Erthilo 097b08fa25 TG: - Redesigned the options panel (show player panel verb) to be less terrible.
Screenshot: http://www.kamletos.si/options%20panel.PNG

- Made some changes to admin verbs:
- Rejuvenate verb removed from mobs, is now in the options panel above (heal).
- Drop everything verb moved into view variables, added a confirmation message.
- Mute verb removed from mobs, use the options panel.
- Warn verb removed from mobs, use the options panel.
- Grant full access moved to debug verbs.
- Rejuvanate as a verb also still exists in debug verbs.

These changes were made to make right clicking a mob not show a million unneeded
verbs. They were moved based on the statistics gathered via feedback logging:
http://www.kamletos.si/tgdb/latest_stats.html#adminverbs

Please post any additional feedback on the admin forum.

Renaming mobs by clicking the big name at the top of the view-variables screen
now updates real_name too.

Additionally, if the mob is human, the first ID and PDA found in the mob's
contents which is associated with the original name, will have their details
updated.

Nomore having to edit like, 6 variables everytime somebody names themself
"dicks", "sanic" or "captain" ... etc.

Revision: r3532, r3533
Author: 	 baloh.matevz, 	 elly1...@rocketmail.com
2012-05-06 20:55:16 +01:00
Erthilo ba81429a22 TG: - Check antagonists is now a verb available to anyone who has access to the
secrets panel. (Admin Candidate and up)
- set ticklag moved to debug verbs, enabled by calling 'debug verbs' as a game
master.
Revision: r3530
Author: 	 baloh.matevz
2012-05-06 19:37:58 +01:00
Erthilo 10924ae90b TG: - Player panel new now has a link to the traitor panel for players, labeled as
TP
- Player panel new will now properly display all antagonists in red
- Added a link to 'check antagonist' to the top of Player panel new.
- Removed some copied, unused files
- Added a default variable to fake insulated gloves for the siemens coefficient.
Do not ever set it to default to null! It will break any place where
initial(var) is used!
Revision: r3528
Author: 	 baloh.matevz
2012-05-06 19:32:40 +01:00
Erthilo 4a6adbef82 TG: AI can now track its cyborgs who speak on robotic talk.
Revision: r3526
Author: 	 VivianFoxfoot
2012-05-06 19:21:33 +01:00
Erthilo 6e1bc2b0fb TG: AI can now ctrl-click APCs to turn them off.
Purge module no longer gives robocop laws.
Revision: r3524
Author: 	 VivianFoxfoot
2012-05-06 19:14:59 +01:00
Erthilo fd5a4dcec3 TG: -New sprites for lemons, oranges, and walking mushroom critters.
-Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride,
ethanol, and radium.
-Added Invisty's new blob sprites.
Revision: r3522
Author: 	 d_h2...@yahoo.com
2012-05-06 19:05:58 +01:00
VivianFoxfoot@gmail.com f1696eb47c Adds the framework for randomlly loading an additional external z-level at server start. Loading during the game should also be possible.
Fixes assorted bugs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3559 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-06 18:04:31 +00:00
Erthilo 246e503bc6 TG: AIs and Juggernauts/Wraiths/Artificers should no longer have random names when
they ghost.

Fixed a typo in the borg manual
Remove ripley_construct.dmi as it was unused.
Revision: r3521
Author: 	 kortgstation
2012-05-06 19:01:01 +01:00
Erthilo d21cbab61c TG: Fixed dust() and gib() leaving invisible overlays everywhere
Fixed deaths at the end of nuke rounds, optimised the code a little

gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns
generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.

Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have
.giverutimelog . This allows them to grant a specific client access to the
server's runtime logs. (they can grant themself access this way too). NOTE:
runtime logs can be used to meta, only grant access to coders or people you
trust. It may also be wise to ensure they do not play in the current round.

Introducing .getserverlog . It allows any admin above moderator to access ANY
archived server/attack logs. Should mkae processing forum ban requests a lot
easier since all admins with ban capabilities now have access.

getruntimelog renamed to .getruntimelog . File-request spam prevention increased
to 60seconds to discourage access serverlogs too much! They can reach sizes of
4Mb sometimes so please be responsible with them admins.

runtime logs should now be saved to /data/logs/runtime/ (you may have to create
this folder yourself)

ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff
text from the logs.
Revision: r3509
Author: 	 elly1...@rocketmail.com
2012-05-06 18:50:52 +01:00
cib d625d9c912 Started work on Meme. 2012-05-06 10:49:24 -07:00
Erthilo 241dcc742e TG: - Fixed "Check Plumbing" and added "Check Power".
These two verbs can be accessed by using the 'debug verbs' verb, which is
accessible to game masters. The first checks for unconnected atmos machinery,
pipes and manifolds, the 2nd checks for suspicious powernets. Both are intended
to help mappers find wrongfully placed wires and pipes.
Revision: r3508
Author: 	 baloh.matevz
2012-05-06 18:33:39 +01:00
Erthilo a40b911ce5 TG: Shades, Juggernauts, Wraiths, Artificers all now have minds.
If a cultist builds a construct, that construct will be a cultist. This means
they can see cultists finally (and will probably count for the escape objective,
so that might need changing numbers wise)

Fixed some typos in the cult runes (godamnit Urist) and the blind rune can no
longer be made into a talisman, cause a handheld, instant, AoE blind that lasts
20 seconds with no counter is retarded.
Revision: r3507
Author: 	 kortgstation
2012-05-06 18:32:39 +01:00
Erthilo f2777aa65f TG: Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: 	 petethegoat
2012-05-06 18:26:41 +01:00
Erthilo 7685e6bef9 TG: Adds tickcomp, an attempt to make mob movement speeds level across all
tickrates.  Works pretty well.
Adds a (disabled) framework for making people drop where they're stunned without
waiting for the next tick
Shuffles sleeping and resting, making them cause effects of their own rather
than just relying on 2 ticks of paralysis or whatever.
You now stand up before being able to move again (called in canmove)
Reduces slip chance from 50 to 0 when knocked out (more in line with the
comments in the code, and it just makes more sense)
Revision: r3503
Author: 	 VivianFoxfoot
2012-05-06 17:56:28 +01:00
CIB 16ce22c59f Merge pull request #992 from Miniature/master
Made subtlemessage thinking (again?) and fixed pulling ATMs around
2012-05-06 06:06:40 -07:00
CIB d5f353cf35 Merge pull request #984 from Erthilo/master
TG Updates up to r3502
2012-05-06 01:19:58 -07:00
CIB f088138136 Merge pull request #987 from Erthilo/TGUpdates
Custom items for mangled, vinceluk, sparklysheep, silentthunder
2012-05-06 00:53:39 -07:00
Albert Iordache 1748661bd0 Merge pull request #980 from CIB/master
Epidemic and bugfixes
2012-05-06 00:20:03 -07:00
Erthilo a98327e267 Custom items for mangled, vinceluk, sparklysheep, silentthunder. 2012-05-06 05:00:56 +01:00
Erthilo f205981b87 TG: Fixes the tasercooler borg upgrade, enables it. It's now usable as a template
for other module-specific upgrades.
Revision: r3499
Author: 	 VivianFoxfoot
2012-05-06 00:47:24 +01:00
Erthilo 7be4fd6755 TG: -Added sprites for fat hulks and fat lizardmen. Have fun with that, weirdos.
-New carrot in-tray sprites.
-Added define for bottle of adminordrazine and supporting code for injecting
adminordrazine into plants. Basically for debugging, so I don't have to spend 10
minutes injecting plants with mutagen each time.
-Raised the passive species-mutation chance slightly. For real this time.
-Added sprites for red and yellow floorbots into aibots.dmi.
-New PDAs for the botanists and librarian. Sprites for cartridges for both too.
(There's some work into a botany cartridge but it's commented out for now)
Revision: r3498
Author: 	 d_h2...@yahoo.com
2012-05-06 00:45:31 +01:00
Erthilo d9a64a7d0a Made it " snores." instead. 2012-05-06 00:30:31 +01:00
Erthilo 3c3895ee4c A hacky way to stop snoring from being global. 2012-05-06 00:19:43 +01:00
Erthilo d75bb980f2 TG: -Added chawanmushi recipe and beet soup recipes. Added a trash plate to metroid
sammiches.
-Ambrosia vulgaris now has a mutation.
-Added 1% chance for a species mutation whenever a plant's stats mutate.
-You now get more descriptive messages when applying mutagen to plant trays.
-Removed sugarcane seeds from the vending machine. They were redundant and had
poor sprites and no recipes. Added the seeds to the seeds crate so you can still
get them, if you really want to...
Revision: r3460
Author: 	 d_h2...@yahoo.com
2012-05-05 23:50:34 +01:00
Erthilo a83c870358 TG: -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not
have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes.
Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.
Revision: r3495
Author: 	 d_h2...@yahoo.com
2012-05-05 23:45:45 +01:00
Erthilo 84cb9b65ef TG: Updated the barman's shotgun, it acts like a double-barrel now, and he can saw
it off.
Added Khodoque's new shotgun sprites.

Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is
non-existent.

Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical

Removed the define for HALFMASK, as it was completely unused.
Revision: r3493
Author: 	 petethegoat
2012-05-05 23:20:19 +01:00
Erthilo 8f5fd4321a TG: Adds ticklag to be a config setting.
Revision: r3491
Author: 	 VivianFoxfoot
2012-05-05 22:56:13 +01:00
Erthilo bec822a049 TG: Rewrote the cinematic system to be centralised and controlled by the gameticker,
rather than handled per mob with like, 3 loops and a seperate process for each
mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can
locally, but because it relates to events that require a large number of players
it's very hard to test.

TODO: I was intending to use dust to kill players off on a nuclear-loss. However
dust() is very very broken. So I've hardcoded everything to die until I can fix
dust().

Added an adminverb for 'Game Master's. It was a debug verb so I could test
cinematics but I've left it in as it might be handy for events, especially if we
get more cinematics. To access it type "cinematic" in full into the input bar as
a Game Master, then follow the prompts. At the moment, it only handles nuclear
stuff (that's all there is anyway). You can choose where the nuke detonated 0=
on station; 1= near station but in space; 2= off the z-level. You can also force
a cinematic from another game-mode to play with the prompt after that one.

Note: All mobs are buckled to a bed located inside the gameticker (odd I know)
whilst a cinematic is playing. The bed is deleted afterwards releasing all
players. If off_station=0 then all mobs will be killed too. This is to stop
people running around and doing stuff during the cinematic. I really didn't want
to add more variables/checks to mobs.
Revision: r3481
Author: 	 elly1...@rocketmail.com
2012-05-05 22:28:05 +01:00
Erthilo 1a5d772ae5 TG: Fixes some runtimes, involving do_mob, observe, send_status on mulebots,
check_gas_mixture, the explosion cinematic, sleeper get_reagents_amount, and a
possible (albeit unlikely) fix for throw_at
Revision: r3478
Author: 	 quartz235
2012-05-05 22:13:20 +01:00
Erthilo de69881429 TG: Fixes server-crashing runtimes that would happen when badmins deleted all hud
items. These bugs account for half of the runtime log.

This would have been a lot easier with admin cooperation.

TODO: make some sort of failsafe so stupid stuff like this doesn't happen
Revision: r3473
Author: 	 elly1...@rocketmail.co
2012-05-05 22:04:25 +01:00
Erthilo afd33125ab TG: - hand tools now fit on your belt slot
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
Revision: r3465
Author: 	 baloh.matevz
2012-05-05 21:34:34 +01:00
Erthilo 1f3b52f84f TG: - Assume direct control moved to view variables
- "Mapping debug" verb renamed to "Debug verbs"

- assume direct control, jump to dead group, startup singulo verbs removed from
admins. You can enable them by calling the verb 'debug verbs'. 'debug verbs'
remains game-master only, as it is just for debugging stuff. For a non-game
master to use the 'assume direct control' verb, they have to use view variables
- it was added to the drop-down.

Some procs were moved around. Please code things in the locations which make
sense! If you are making a verb for /mob/living, then don't put it in mob.dm,
put it in mob/living.dm. Thanks.
Revision: r3461
Author: 	 baloh.matevz
2012-05-05 21:02:40 +01:00
cib cd3e8d8ba9 Fixed bug #872 2012-05-05 04:03:56 -07:00
cib 9eedd968dd Ryetalyn now actually is effective against jitteryness. 2012-05-05 03:02:19 -07:00
CIB 00d227ea16 Merge pull request #974 from caelaislinn/master
releasing maplock for erthilo to merge antiqua changes.
2012-05-05 02:47:35 -07:00
kortgstation@gmail.com abf2585875 Added an ex_act for simple animals
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3558 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-05 08:29:19 +00:00
CIB fe57bd3684 Merge pull request #969 from Erthilo/TGUpdates
TG Updates up to r3459
2012-05-04 23:45:50 -07:00
SkyMarshal 0fb985e2f9 Fucking Spess Carps 2012-05-04 13:23:42 -07:00
Rob Palkowski f26d5ac3db Tabs rather than spaces. Sorry 'bout that. 2012-05-04 10:13:59 -07:00
cib 0d97f6c327 Replaced the critter AI recursion with a proper loop, this seems to have fixed profiling. 2012-05-04 08:25:31 -07:00
CaelAislinn 93a56064bf WIP antiqua engineering, WIP antiqua supermatter research lab, r-ust updates, fixed dopeghoti's derp.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-05-04 23:56:52 +10:00
VivianFoxfoot@gmail.com a657fa5e9b Fixes guns some. Can't shoot yourself as easily anymore. You can now aim at body parts with your gun. I think the reason you couldn't before was just the failure to pass the def_zone up to the parent, not sure if that was intensional or not.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3554 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-04 05:10:00 +00:00
kortgstation@gmail.com ef28337a8c AIs and Cyborgs can now understand PAIs and MMIs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-04 04:48:50 +00:00
Rob Palkowski 4ed0b20025 Cyborgs with no AI no longer get Asimov-lite
Rather, they get the standard NanoTrasen lawset
2012-05-03 19:03:29 -07:00
Ren Erthilo 933a95dd6e Fixes CE's office door name, renames a few APCs to match their area, changed research, mining, and atmospherics doors. Fixes watering cans. Changelog! 2012-05-03 22:13:35 +01:00
VivianFoxfoot@gmail.com 276110bf66 Removes bloodloss, makes organs tick only every 5 ticks. We'll see if that fixes the lag at all. This will result in a delay in limbs coming off because organs aren't ticked on damage instead of regularly. For some reason. We'll likely be moving to a different dismemberment system shortly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3550 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 19:20:35 +00:00