Commit Graph

19 Commits

Author SHA1 Message Date
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +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
noisomehollow@lycos.com
85da59dfb0 Added reminder message for deathsquad armored squad. Also, new deathsquad helmet, now with more space protection.
Added Seraph exosuit. A command-type marauder with slightly better stats and different equipment. Found in CentCom.
Changed Marauder access to centcom special ops. Marauders now come equipped with an armor booster module.
When entering exosuits, the exosuit will now face in the appropriate direction. Affects Durand, Gygax, and Phazon.
Minor changes to CentCom.
Fixed a minor bug with respawn character. It should no longer report character destroyed for object completion for brand-new characters.
Fixed gas mask icons for monkeys.
Nerfed monkey vent crawling. Monkey needs to be naked to crawl through vents. And not hold anything in their hands/paws.
Merged CentCom with z-level 6 (hand tele adjusted for z level 2). Deleted ship building docks since they are not used. Z-level 6 left empty.
Detectives can now name their gun. Right click to use the verb, when holding the item.
Energy swords/cutlasses will properly change icons now when activated or deactivated. Same with energy axes. Changed some melee weapon paths a bit to accomodate this (and so they're easier to track).
Replaced cigar icons with sprites by Matty. Made matches smaller.
Added a welder and assassin costumes to admin equip list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1741 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-29 19:34:35 +00:00
noisomehollow@lycos.com
449e0b765a Fixed some typos in traitorchan (lol).
Adjusted ninja random event to go with the new mode changes.
Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva.
Brains can now suicide.
Warden now starts out with a special hat. Welcome to Hat Station 13.
Holograms should no longer be draggable by space wind.
Slight change to pulse rifle so it looks like the older sprite.
Added deathsquad armor to admin equip list.
Added tunnel clown gear to admin equip list.
Fixed minor announcement bug with respawn_character.
PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink.
Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first.
Ninjas can now hold an extra battery in their hat and suit slots.
C4s now give a message when planted on people and are recorded in the attack log.
Fixed spelling on messaging server.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 21:28:23 +00:00
noisomehollow@lycos.com
ab87c76da1 #Beta: added code phrases for traitors which consist of the code phrase and the code response (which consist of a sequence of words). They are meant to flow into a regular conversation in the sequence provided. There is also a small chance that a traitor may not know either phrase or response, or both.
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.

#Added new mech sprite.

#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.

#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 09:45:56 +00:00
rastaf.zero@gmail.com
ad6a6e42aa Penlight fits in medical belt.
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-14 03:52:09 +00:00
noisomehollow@lycos.com
280bb7db4c #Fixed a few items not being examinable when on the hud.
#Most ninja suit abilities will not be available unless the suit is initialized (such as stealth and the alike).
#Ninja suit now comes with a basic energy system. It begins with 10000 and depletes 5 energy/tick. Having an energy blade depeletes +20 energy. Having stealth active depelets +25 energy.
#Ninjas start with 10 smoke bombs. When used they are gone forever.
#Other abilities now require and use energy.
#Recovering energy is possible by clicking on APCs with an empty hand, ~1000e/5 seconds. There is no battery energy limit. Plan to add more ways to get energy later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1438 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-13 01:57:35 +00:00
noisomehollow@lycos.com
f47980c910 Wizards are no-longer trackable by AI if they are inside their sanctuary.
Removed all the old notes form the map (except for the last one). Rest in piece, HONK!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1371 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 04:04:17 +00:00
noisomehollow@lycos.com
bb46286e6b Reverted ninja stealth so it works again.
Ninjas now explode when they die.
Ninja mask obscures speech (garbles text) if the voice modulator is not set to mimic voice.
Ninja hood makes one not trackable by AI if worn, much like the agent card.

Certain obj/item/clothing items (canremove=0) will not be removable by normal means. Currently only set for ninja stuff and the suicide vest. The suicide vest might explode if active and someone tries to strip it off a person.
Removed heat protection from black shoes. Not sure why it was there.
Removing a mask from a monkey via text window will now properly give a message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1370 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 02:15:19 +00:00
rastaf.zero@gmail.com
571db15490 Medical belt is finally in code (made by errorage, forgotten by errorage).
Pill bottles now can fit in containers (and pockets).
Moved remained adminverbs from Commands tab.
Map debugging tools tab is hidden, use verb on debug tab to show.
Singularity's EMP now won't spam in adminlog.
Revolutionaries now cannot deconvert themselves.
Cutting camera now leaves fingerprints.
Fixed some runtime errors.
Unckecked file that microvave forgot to add under svn.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1277 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-25 23:16:32 +00:00
n3ophyt3@gmail.com
7996c4b1f9 Added green and purple energy swords.
The thunderdome energy swords are now color coded.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1251 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 19:10:42 +00:00
n3ophyt3@gmail.com
d714b3eef7 Cameras can now be constructed, courtesy of some cool guys that run Powerful Station 13.
Start with a grenade casing
1)Wrench it into position
2)Stuff a multitool in it
3)Screwdrive the multitool into place
4)Add wire
5)Stuff a remote signaling device in it
Optional)If you want a motion camera (mostly useless), stuff a prox sensor in it
6)Add some glass
7)Secure glass with screwdriver
8)Set camera network
9)Set camera sprite direction

To start dismantling a camera, disable it, then use a wrench on it. from there;
1)Crowbar to remove glass
Optional) Crowbar to remove prox sensor
2)Crowbar to remove signaler
3)Wirecutter to remove wire
4)Screwdriver to unsecure multitool
5)Crowbar to remove multitool
6)Wrench to unsecure casing


Also from Powerful Station 13, the AI's change camera network verb is more robust, allowing for use of any new camera networks created by the crew.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1249 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 18:21:13 +00:00
morikou@gmail.com
fafe58190a Bomberman Update
- Added a new trait to cameras: Hardened. Hardened is a modifier to the chance a camera will be affected by an EMP. By default, all cameras are affected 100% of the time by a full strength EMP. Will add some hardening to existing cameras once some pending map changes get finished.
- New R&D Invention: LARGE GRENADES. You can now put basically any container (except blender jugs) into it and they affect a larger area. Want a 100 x 100 unit grenade? You now can! The basic casings are made in a protolathe (Materials 3, Combat 3). Unless you've developed them a lot, you'll occasionally get duds (which just spits out the beakers). Duds can be deconstructed in the DA to improve reliability.
- On a related note, an unintended side effect of making large beakers hold more has been fixed.
- Constructible frames, after the circuit board has been inserted, can be right-click/examined to reveal what parts it needs to be finished.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1146 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-28 23:18:46 +00:00
n3ophyt3@gmail.com
753343f737 Reverted Skie's clickqueue since it is apparently causing lags and/or bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1034 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 23:53:23 +00:00
Skiedrake
098a5b73e2 One click queue system added, which affects gameplay completely.
Previously: After clicking on one thing, you could not click on another thing before 1 second had passed, and had to spam until 1 second had passed.
Now: After one click, if there's a second click right after, it will be queued and executed automatically after the 1 second has passed.

Tried to remove redundant DblClick() entries and changed them to QueueClick() where appropriate. Report for bugs.

Updated change log. :-)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1019 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 15:38:34 +00:00
morikou@gmail.com
a697428db7 Y2K update:
- New "empulse" proc. Works similarly to "explode" proc. It triggers the "emp_act" proc on everything within range. emp_act are effects similar or identical to the effects of the emp grenade. Any major changes to emp effects listed below. Note: EMPs now affect items in your backpack.
- New admin right-click command: EM Pulse. You can create an empulse at the desired location with a size you choose. Similar to Explosion command.
- disable device spell, emp grenade, and disable tech rune all use empulse now.
- New "disable device" spell datum added.
- EMP'ed gas canisters no longer drain the station of power.
- When a borg is EMP'ed, all objects in their module get their emp_act proc triggered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1018 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 03:01:12 +00:00
n3ophyt3@gmail.com
21f5efb892 Fixed another stack of runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@225 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-29 20:51:24 +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