/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
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
◦ Fixed job assignments. Hopefully this should stop the massive amount of assistants spawning at round start!
My changes:
◦ Fixed some Metroid-related bugs. Had stuff to do with draining life out of things and being able to move at the same time. Also some stuff with the way Metroids' speech is handled.
◦ Removed some unnecessary, commented-out code from the say() proc.
◦ Removed the chat bubble preference from the character creation screen.
◦ Added some more chat bubble themes, in the event someone wants to continue that. I've lost all motivation to continue the project because, no matter what I do, it just looks butt-ugly and laggy as hell.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2321 316c924e-a436-60f5-8080-3fe189b3f50e
Mime wall recharge time is now equal to the time for the wall to vanish. In short you can only have one wall up at a time. The walls also finally have a bullet_act proc so hiding on top of walls is much less effective.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2278 316c924e-a436-60f5-8080-3fe189b3f50e
Added Security Belts, 4 slot belt that can carry basic sec gear.
The security shuttle control can now be emag'd.
Removed the old take off and stabilize verbs for the pshuttle.
Cleaned up some computer defines.
The detective's cabinet is now a secure cabinet.
Most of the secure closets cleaned up a bit.
The captain no longer spawns with an ID box in his backpack.
RD's locker got its flash back.
Added the blob node sprites.
Removed the 2% laser resist that normal jumpsuits gave. Normal clothing should not be blocking lasers. Left the 10% special block on each department.
Riot suit slowdown lowered to 1 from 2.5
Repiped the right side of sec and tidied up the powerlines.
Loyalty Implanter moved into the outer rec room checkpoint.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2277 316c924e-a436-60f5-8080-3fe189b3f50e
Screenshot: http://www.kamletos.si/laundry.png
- Some religions (currently Islam, Scientology and Atheism) set your chapel's symbols to the symbols of that religion.
Screenshot: http://www.kamletos.si/view%20variables%206.JPG (The tiles)
- Detective now has his stuff in an old-styled cabinet. (Sprite by Hempuli)
- Got rid of some.. uhh... Runtime errors... and... uhh... A certain dungeon master... I... I WAS ORDERED TO DO IT, YELL AT URIST AND CREED!
- I doubt you'll get this far in reading this changelog due to the previous point, but just in case you do... Admin tools updated:
- View variables now has a "Mark Object" option. After you've marked an object or datum, you will be able to assign the value to a variable. An example would be if you try to put an item into a closet. You'd open view variables on the item you want to move, select "mark object", open 'view variables' of the closet, click E or C next to contents and select "marked datum (type)". After this, you select 'No' for the reference question.
Screenshot: http://www.kamletos.si/references.jpg
- Also in View variables, you can now access a player's 'Player panel' if you view a mob's variables.
- Updated changelog with these changes
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2225 316c924e-a436-60f5-8080-3fe189b3f50e
Removed some awful descriptions from items which should not have descriptions.
See: paper, empty boxes.
Fixed a bug which would cause traitor packs to have an emergency O2 tank and breath mask in them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2201 316c924e-a436-60f5-8080-3fe189b3f50e
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
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
Virologists and CMOs no longer have research division access.
Virus Crate changed to CMO access, since the CMO is the head of the Virologist now.
Minor Mapping Bugfixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2134 316c924e-a436-60f5-8080-3fe189b3f50e
ID computer got updated:
- New interface
- Clicking it with an ID card will now first check if the card has ID computer access, if it does it will place the card in the authentication slot. If the slot is full, or the card doesn't have ID comp access, it will place it in the slot for the ID to be modified. If both slots are full nothing will happen.
- Removing an ID from the computer will now place it in your hand, if it's empty.
- Added this to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2130 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed up a few more firedoors on the map
Optables will respect air groups now
The Singularity:
Might produce less lag when eating things now.
80% down from 100% chance for a beacon to force movement.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2126 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed R&D sprites to fit a central theme
-Gave the HoS access to the detective's office
-MORE STEALTHMIN NAMES
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2119 316c924e-a436-60f5-8080-3fe189b3f50e
Walking mushrooms have their yield reduced to 1 from 4.
Poncho and sombrero on-mob sprites added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2096 316c924e-a436-60f5-8080-3fe189b3f50e
Reverted the assistant job-priority update as it apparently causes runtimes WHERE THEY SHOULDN'T EXIST
for(var/occ in assistant_occupations)
if(assistant_occupations[occ])
HOW DOES THAT PRODUCE AN INDEX OUT OF BOUNDS ERROR
HOWWWWWWWWWWWWW
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2094 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the bible names a bit
Added the Necronomicon (sprites by Curwen again) to the list of selectable covers
Removed the rest of the Doc Scratch clothes from the chaplains locker
Shaft Miner-
Now starts with the larger, engineering oxy tank
Clothing-
Cueball lost its armour (again), green sparking effect triggers half as often
Spiderman suit is no longer armoured or space worthy
Mapping-
Crayon box added in the chaplains office
Salt and Pepper shakers added in the Kitchen
Prison Station Rec Room now has an arcade and box of crayons
Doc Scratch suit can now spawn randomly in the theatre, with a lesser chance for the cueball to spawn with it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2093 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed Banana Bible and the "Necro" Bible from the list, they looked pretty awful and didnt have in hand sprites.
-Added Ithaqua, King In Yellow, and Scientology to the list
Tesla Energy Relay (for mechs) FINALLY has a sprite.
Credits:
Ithaqua and King in Yellow by Curwen, Scientology by IcePacks, and Tesla by Cheridan
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2077 316c924e-a436-60f5-8080-3fe189b3f50e
- Library computers will now universally tap into these variables and retrieve information to paste onto bibles when printing new ones. Also, they now have a one-minute cooldown when printing bibles.
- An additional start-up prompt is given to the chaplains when they start. They can now select new bible icons (which can be immediately reversed and swapped with another icon if they don't like it) that have no real effect other than aesthetics. Thank you, Kor, for making these.
- Tweaked Metroids so that they are slightly more aggressive, move slower when aggressive, and gain more nutrition from eating. They also become hungrier faster.
- Adding a "recoil" variable to guns. No current guns use it yet, but if they did (through edit-variable) it would cause a player's screen to shake whenever they successfully fire a shot. Potential use for projectile firearms, especially shotguns.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2058 316c924e-a436-60f5-8080-3fe189b3f50e
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
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)
Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.
Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted
New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
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
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
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally
Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
Station Roles are picked before Syndie Roles unless it is nuke or wizard
People should no longer spawn in space because they did not get a job.
Heads and such should no longer get a role they should not have.
Rounds now have a minimum number of players required for it to start up.
Also the atmos pipes should stop exploding all over the place.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1974 316c924e-a436-60f5-8080-3fe189b3f50e
The item strip window will no longer steal focus and refresh every second.
PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest
Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
- Laser cannons / Heavy laser cannons should now not be all mixed up.
- Fixed a bug where the station heads and security crew could be revolutionaries and cultists on game start.
- If you somehow drop the "Off Hand" that appears if you equip a fire axe, it will be deleted. No more silly "Off Hand" items lying around the station, yay!
- If you threw a fire axe when it was wielded, it would would stay wieled.
- Metroids should now, theoretically, not be able to phase through thin windows and glass doors. There's probably still going to be some Metroids phasing through thin glass doors if the right circumstances are met (BYOND pathfinding problem, will eventually migrate Metroid pathfinding to SS13's A* system.
- Fixed up some of Firecage's half-assed sprites. The decloner projectile in specific.
Misc:
- Portable turrets can now be equipped with EVERY (except the "plasma gun" because it's stupid anyway) energy gun possible. I want to see laser cannons turrets, emagged energy crossbow turrets, and shock revolver turrets, people!
- The decloner is no longer called "decloner" because that term really doesn't make any sense anyway. Does it imply that everyone in existence is actually a clone? While that does sound kind of cool, it's actually pretty stupid, so I changed the name but kept the path type "/obj/item/weapon/gun/energy/decloner".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1936 316c924e-a436-60f5-8080-3fe189b3f50e
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.
Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
The barman can now make a drink called Silencer, which uses Nothing, Cream and Sugar. This can only make mimes drunk.
Chef has a few new recipes. Blood soup, Clowns tears, twobread, Metroid Sandwich, Metroid Burger, Chocolate Cake, Lime Cake, Orange Cake, Lemon cake, Boiled Metroid Core and Spess Law.
Captain has a new item in his office named Chain of Command.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1863 316c924e-a436-60f5-8080-3fe189b3f50e
Note for coders:
When dealing with job procs, you need to first equip the jumpsuit, only then can you equip the ID, PDA, pocket contents, etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1829 316c924e-a436-60f5-8080-3fe189b3f50e
For some reason, viruses were being "cured" just a bit too fast. I lowered the rate which a virus advanced through stages. I also fixed vaccines; they now actually cure viruses as well as providing immunity to any further infection.
Metroids:
The beginning of my Metroid ranching phase; Metroids may now, theoretically, be tamed to an extent. Baby Metroids are suceptible to simulated discipline, meaning if you beat them over the head with a toolbox for trying to eat your fellow scientists they will probably get the message. This also works when you're trying to wrestle a metroid off of someone's head. Additionally, they may also identify who the people who feed them are and in a situation where they have to fight to defend themselves or eat, they will spare their "friends". This is a pretty big AI change, so if you see any bugs please report them immediately!
Metroids can also "vent-crawl" like monkies, but fully-grown adults are too big to do this. NPC Metroids will never vent-crawl.
Weapons/Guns:
A lot of you are going to like this one; you can no longer shoot yourself with your own gun! This happens sometimes when the game lags up for a bit, but no more!
Additionally, you can now shoot people who are on the ground simply by clicking them. I can only imagine how easy this will make being an officer (or traitor/syndicate) now. This applies to both handheld guns and mecha weapon installments.
Xenobiology:
Scientists now, hopefully, have proper Xenobio access. Metroid dissection has been slightly changed; you can extract Metroid cores from dead Metroids no matter where you're aiming. You will not see me talk about metroid cores anymore because they're a secret. I haven't done anything with them yet, however.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1813 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the laser gun fire sound. They now sound like lasers again.
Fixed some mapping in virology, xenobiology and a small piping error.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1812 316c924e-a436-60f5-8080-3fe189b3f50e
- heads, security officers, wardens and detectives cannot be cultists or revs again.
- chaplain cannot be cultist.
- players with unfilled preferences wouldn't huddle together in same departments.
- fixed bug in get_players_for_role caused to players jobbanned from syndicate get special roles.
Fixed major bug with reagents not adding when same reagent is already present in container.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1802 316c924e-a436-60f5-8080-3fe189b3f50e