Commit Graph

29 Commits

Author SHA1 Message Date
mport2004@gmail.com
8d4102e43f Fixed a runtime error due to throwing mobs resulting from a recent throwing change, it could be done better but I am not going to put the time in to make it proper if someone else wants to feel free.
Fixed accelerated_particles hitting people with rads throwing runtimes due to an s at the end of the apply_effect proc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3874 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 20:35:04 +00:00
johnsonmt88@gmail.com
3e3c9d4739 Window doors are now breakable
- Window doors currently have 200 health, this can and will change if break ins become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors

Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible treasure.
- - There is a chance for the ripley to have a diamond drill instead of a regular drill. 

Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the metal.

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3696 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 20:35:32 +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
petethegoat@gmail.com
4413e5456d Replaced engineering rig suits with sexy new environment suits, sprites courtesy of Baystation 12.
Fixed Erro's backpack derp- backpacks are wearable once again.

Added a obj/structure ex_act(), blob_act(), and meteorhit().

Made gasmasks block visibility of glasses and ears.

Fixed being able to wear plasma tanks on your back.

Fixed the gas mixer sprite not lining up with horizontal pipes correctly.

Removed a bunch of pointless text()s from a few files. I was going to get rid of all of them, but I gave up after a while. Most of the diffs are this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3662 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 14:40:43 +00:00
baloh.matevz
b4e0c3d850 - Ported over (Well basically completely recoded) the smooth window code from Bay 12.
Screenshot:
http://www.kamletos.si/bay12%20windows.png

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3613 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-18 22:53:10 +00:00
VivianFoxfoot@gmail.com
45ef9c8235 Adds more debugging to the tensioner.
Adds another emagged version to the holodeck that has spess carp.
Fixes mobs going temporally bald after leaving the holodeck.
Disables BSA due to abuse.
Windows can only be damaged by weapons that do brute or burn

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3345 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-23 07:41:51 +00:00
baloh.matevz
64bcc1c0f0 - Moved three (well two, one was doubled for some reason) screen/attackby() procs to appear AFTER the screen object is defined. They were in a random file instead of where the objects are. If you double-click and 'screen' object in the object browser it now takes you to the definition instead of some random file.
- Clicking a grille with a glass or r-glass sheet in your hand, when the grille is in one of your cardinal directions (North, south, east or west) will make you start building a window. It takes 2s to build the window, which spawns unfastened (same as when you create one.) This should make fixing damaged grille-window combinations easier. If you are standing on a grille and click it with a glass / r-glass sheet in your hand, the window will face the direction you're currently facing.

Screenshot:
http://www.kamletos.si/placing%20windows%20on%20grilles.PNG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3081 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-11 00:04:21 +00:00
kortgstation@gmail.com
937ce838f7 Simple mobs who can attack (not Ian) can now destroy windows/grilles.
Ectoplasm can now be used to make GHOST BURGERS.

Fixed a bug from my last commit involving simple mobs interacting with walls.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2978 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-20 19:52:27 +00:00
petethegoat@gmail.com
d49739c021 Fixes issue 178. Including placing modules into disposals.
Removed the maze button from the admin panel, no more dumb runtimes from that.

Window fix by Tobba, which lets you attack a window with a crowbar when you're unable to pry it into or out of the frame.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2526 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-16 20:42:05 +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
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00
vageyenaman@gmail.com
591c5303d5 Fixed silicate:
- You can no longer infinitely reinforce them, they have a limit. This should prevent them from becoming so reinforced that they become literally invisible.
     - You can now rotate silicated windows without the icon not updating properly.
     - Silicate now doesn't automatically double a window's integrity, instead, it now depends on the volume of silicate. This prevents windows from becoming virtually invincible. 1 unit of silicate is only 1/100ths as effective as 100 units of silicate, etc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2072 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-30 05:03:29 +00:00
vageyenaman@gmail.com
7cb9429a85 Okay, so this is a pretty big change.
Guns: 
     The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!


Miscellaneous:
     I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:58:29 +00:00
firecage@hotmail.com
29aeddee41 Here are the 3 new projectiles that Superxpdude requested.
Bulletburst, weakbulletburst and weakerbulletburst.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1859 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-15 19:04:33 +00:00
vageyenaman@gmail.com
ebcdc09c10 There's a few things in this revision made by me, and some made by other people that
requested I commit into the SVN. Please PM the collective coders if you find any bugs in 

their work.


AI:

     The AI now has a verb that lets it change its appearance. It doesn't do much, but but 

it's some neat aesthetics that compliment the little display panes scattered around the 

station that the AI can modify. This was a combined effort between Firecage, Petethegoat, 

and Superxpdude.



Miscellaneous Changes (by Petethegreat):

     - Cup Ramen sprite changed to a nicer one by Cheridan
     - Plasma sheet sprite changed to a thicker one by Aru




Metroids:

     They work. There might be some lingering bugs I simply cannot catch by testing alone, 

but they WORK. They act as an entire new player-controllable race, are found in 

xeniobiology, and I refuse to say anything else on the matter that would spoil anything. If 

you feel so entitled to, you can view the source code to spoil everything like a little 

cheater! I haven't completed everything I would like to, and as a result Metroids are 

pretty useless. They're still very fun though!

     Xenobiology, as a result of Metroids, got a bit of expansion. Scientists have access 

to Xenobiology now, for now. If anyone wants Xenobiology to become a standalone job or 

whatever, here's the place to post feedback.


Bugfixes:
     
     - Perriot's Throat virus no longer makes you mute, instead, does what it was intended 

to HONKHONKHONKHONK!!!!
     - Some bugfixes with Turrets.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1774 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:34:42 +00:00
panurgomatic
15a5ecdd06 - Moved passability flags from atom/var/flags to atom/var/pass_flags.
Currently there are three - PASSTABLE, PASSGLASS and PASSGRILLE. PASSTABLE - same as TABLEPASS, PASSGRILLE - can this atom pass through grilles and PASSGLASS - can this atom pass through windows, glass doors, etc. Most can_pass() procs were updated.
Added checkpass atom proc to check if this atom has certain pass_flag set.
- Added proc/sanitize_simple() and proc/strip_html_simple(). sanitize_simple does not html_encode the string and strip_html_simple does not sanitize it. Additionally, sanitize_simple and sanitize can take associative list of key-val chars as second argument, where key is char to searh for and val is replacement.
- Added datum/gas_mixture/proc/return_volume() and datum/gas_mixture/proc/return_temperature().
- Added proc/tg_text2list() and proc/tg_list2text(). tg_list2text is slower then dd_list2text, but processes associative lists differently (it adds not the keys, but associated values). tg_text2list is somewhat faster then dd_text2list.
- Added proc/listclearnulls(), proc/difflist(), proc/intersectlist() and proc/uniquemergelist(). Check the code comments for more info.
- Mechs can hold 3 equipment pieces. Gygax can hold 4.
- Tweaked global_iterator CRASH report.
- Fixed mech pilot ejection if mecha was destroyed.
- Fixed mech fabricator process() waiting for sync() to finish.
- Fixed mech fabricator Topic() waiting for process_queue() to finish.
- Some bugixes related to global map and random sectors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1722 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 23:30:27 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
uporotiy
678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
baloh.matevz
67e0554d34 CHANGELOG UPDATED
- Opaque windows (tinted and frosted) now look darker
- Added a trashcart object (trash bin, behaves like a crate)
- Added several recolored spacecash items. Some spawn in the vault.
- Added a new type of cigar.
- Applied the owl costume fixes by DabirA. They look strange when used with a backpack tho.
- Overalls now work for all directions
- Added thermal monocle object (thermoncle)
- Removed the swat_suit (which was broken) and all it's references (from human.dm)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1261 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 06:23:59 +00:00
n3ophyt3@gmail.com
1aca6254d4 The great verb retabbening.
Assigned categories to assorted verbs that lacked them. Commands tab is now more or less gone. Instead, things are in "IC" for things like say, whisper, me, that are inherent to you, "OOC" for things like OOC chat, and "Objects" for verbs originating from the world around you. I suppose for those non-admins in the audience, you now also get an "Admin" tab, because I stuffed adminhelp and adminwho in there.

This change was only to verbs defined as verbs in the code, procs that are assigned to things as verbs are far more numerous and harder to isolate, but also mostly admin-related.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1234 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 21:29:42 +00:00
baloh.matevz
a01379d654 GLASS:
- Making single panned glass now checks if there is already a pane facing the default way and adjusts to face the nearest empty way in a counter-clockwise search direction. Should make placing windows easier
- Windows now have 'rotate clockwise' and 'rotate counter-clockwise' verbs
- Fixed window creation, a bug which my previous update made

MAPPING DEBUG TOOLS:
- Renamed all verbs in mapping to other names so they don't interfere with existing verbs when writing part of the command and pressing tab. (copied for previous update as this one actually fixes it)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1166 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-07 00:26:09 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
rastaf.zero@gmail.com
09e0bcf987 Stackable items redo. Many improvements, massive code clean up.
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-03 01:26:01 +00:00
noisomehollow@lycos.com
386efd1797 Added sounds to aliens hitting glass and grilles.
Added sounds to alien hisses and roars.
Face huggers now do half the damage with their leap.
New alien hud icons: walk/run, health, and spit intent.
Few icon wips.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@706 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-27 08:44:13 +00:00
noisomehollow@lycos.com
41cd0a67b7 Alium changes:
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time. 
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid. 
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.

General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 03:13:33 +00:00
uporotiy
2d21a52a42 Blob upgrade and reskin. Apparently it's nigh invincible, but playtesting will sort out if it's too much powerful.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@233 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-30 20:28:45 +00:00
Skiedrake
cbec1b6f3d Removed files that were 0 bytes in size.
Made sure every verb now has a name which starts with a capital letter and makes sense, because OCD.
Changed the categories of verbs a lot, now they are in much more sensible tabs.
Added a couple of admin verbs:
 - Right click monkeyize
 - Call Shuttle
 - Recall Shuttle
Removed some goon verbs.
Gave "Coder" admin group a little more admin verbs:
 - Monkeyize, Cultistize, Abominationize, Call Shuttle, Recall Shuttle, Make Sound
Added mobs a "say_message" variable. Now admin-created mobs can "scree", "squeak" etc. instead of just "chimper" or "hiss".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@138 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 00:41:07 +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