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
Broborgs commented out.
Service borgs lose paper and spacecash wad.
Service borg gets an RSF. Rapid service fabricator, with three setting that work on simulated (normal) floors and tables:
1. Creates a wad of 10 Credits (because humans like dosh). Drains 200 each use.
2. Creates a drinking glass (to fill beer into). Drains 50 energy each use.
3. Creates a Piece of paper (for writing). Drains 10 energy each use.
The malfunction lockers use new, robust (read as slightly nerfed), 2001 a Spess Odyssey spess suits. (Due to voting results)
No 2001 jetpacks though, as they don't have item states.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1369 316c924e-a436-60f5-8080-3fe189b3f50e
It's possible I missed some things, but I got lockers, crates, backpacks/boxes/toolboxes/etc, tables, and racks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1358 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a warning with neophyte's last update.
prepared food vars in preparation of FUCKING SPRITES SOMEONE MAKE ME SOME and tray funcitonality.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1355 316c924e-a436-60f5-8080-3fe189b3f50e
Added emp pulse to ninjas powers (Ninja gear is not affected by EMP).
Ninja mask protects against flash (portable and set).
Ninja mask can toggle voice changer and vision modes (right click).
Ninjas can toggle stealth (right click suit).
Thermals and mesons no-longer give (slightly) better night vision.
Commented out tray sounds until we get the files uploaded so the game compiles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1349 316c924e-a436-60f5-8080-3fe189b3f50e
Assorted items no longer have special snowflake attack() code that lets them bypass the base attack() proc stun/KO chances. This mostly affected guns of assorted varieties, and was done mainly due to the fact that the code was both outdated and based on the horribly overpowered revolver code (which got commented out ages ago).
If you want specifics, the only way to protect yourself from the special snowflake code is to be an admin and manually set the bitflag on your headgear to include the "8" bitflag, which was the "protects your head" bitflag in ancientcode. This was even if the attack wasn't actually targeting the head. Aside from that, there was also the problem that this special snowflake code left targets incapacitated for FAR longer than the base attack() proc would (60 ticks of life() for the pre-nerf revolver, 10-120 ticks for the energy gun). And again, this was with no way to protect yourself aside from being an admin and modifying the vars on your headgear.
Harmbatons, Harmtasers, and Death Nettles got to keep their snowflake code, but I modified it so you only get stunned if the attack makes it past any armor you're wearing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1346 316c924e-a436-60f5-8080-3fe189b3f50e
In Gimmick,
Santa suit now is pretty quick (but it can't spawn in game so fat chance of using it).
Typo fix, description changes.
In head,
A few descriptions changes.
Jumpsuits,
Chemists and the CMO have their OWN jump suits now. So no one can confuse the chemist in chemistry with a geneticist.
Added a space Jumpsuit to the code, it can only be spawned by admins or people in sand box. So you can jump out an air locks with it now (default sprite is a black jumpsuit).
Fixed the roboticists jump suit so the head transfer coefficient is lower (as some One set it to the same level as a lab coat for some insane reason, lucky we don't have more frozen people in robotics).
Miner jump suits are a fraction better against heat transfer than other jump suits, but just slightly.
In Suits
Tacticool NASA Voidsuit, which is just like a Red space suit but can only hold energy guns, are slower (slightly) and are bulky (so you can't hide them in back packs).
Also, a few description changes. Perhaps now we can add these to the AI satellite teleporter room? Maybe?
Job Procs
Chemist and CMO start with above stated jumpsuits for their job ranks.
Flamethrower
Gives 1 weapons and 1 plasma research. This was something the creator of the R&D had not gotten around to doing (when questioned about it a while back, he wanted it to give minor tech fields in both, but got busy), so I just want to lighten the load.
Mining
Tweaked the tech origin of plasma cutters so it will contribute to plasma research now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1323 316c924e-a436-60f5-8080-3fe189b3f50e
HOSTS OF OTHER SERVERS, READ THIS ONE TOO!!!!
Administrator ranks renamed:
- Host => Game Master
- Coder => Game Agmin
- Shit Guy => Admin who Sinned
- PA => Trial Agmin
- Administrator => Agmin Candidate
- SA => Temporary Agmin
- Moderator => Agmin Observer
- Filthy Xeno => Punnished Agmin
Promotion and Demotion ingame can now only be done by Game Admins and Game Masters.
THIS COMMIT INCLUDES THE NEW admins.txt FILE FOR TGSTATION. IT USES THE NEW RANK NAMES. ALL OTHER SERVER HOSTS ARE TO UPDATE THEIR ADMIN FILES TO THE NEW RANK NAMES WHEN THEY UPDATE PAST THIS REVISION. Don't yell at me, as if I didn't tell you in caps...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1318 316c924e-a436-60f5-8080-3fe189b3f50e
If you're wondering why updates third and fourth happened together, in update the third I redid how brains work, and I was halfway to committing it when I realized "wait, if I upload this now, everything that uses the brain will cause fuckups".
Notable changes:
When your brain is cut out, instead of your client hanging around inside your now brainless and more or less useless body, it it shunted into the brain object, similar to an AI in an intellicard.
While not in an MMI, your brain is "dead", deathchat and all. When stuck into an MMI, you spring to 'life', allowing you to talk to whoever stuck your brain into the thing. It occurs to me while I'm typing this up that it would be very easy to abuse this communication between life and death by slapping brains in and out of MMIs. DO NOT DO THIS OR THE ADMINS WILL HATE YOU AND DO MEAN THINGS TO YOU.
Life in an MMI is pretty boring, so you should yell at people until they stick you into an AI core or robot frame to give you something to do. I know the MMI was originally thought up as a mecha interface, but I haven't gotten around to looking at the mecha code to figure out how to hook it in yet.
I suspect there's going to be howls of "WHY DO YOU HATE ROBOTICISTS" over this next part, but the MMI itself is an R&D-researched object, with a biotech level of 3. That said, the station starts with two of them in the operating room (to get the research level up if nothing else), and they are producible at the protolathe AND the mecha fabricator (since they will eventually get to plug into a mecha.)
Known issues: The MMI is SUPPOSED to pop out of a cyborg with the player attached when the cyborg goes pop, but it didn't in my initial testing, simply ghosting the borg as they already do. Will work on this as I have time, but what with having to go to work these days, I have somewhat less of that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1311 316c924e-a436-60f5-8080-3fe189b3f50e
- Welders no longer double charge for time AND work.
If anyone wants to fight about it I'll take you all on and beat you up with a tool box.
- Large Tank Industrial Welders now spawn in the weld closet, and can be hacked out of autolathes, they hold 40 units of fuel.
- Two new welders, the HUGE one that'll be in the prolathe construction later, and the experimental one that'll have regenerating fuel.
MONKEY BUG FIX:
- Monkey modules code changed so monkeys's back packs appear properly. Like people do, without me committing a billion duplicate back sprites.
- Monkeys have more masks to wear.
- Monkey gas masks have a north facing sprite now.
- Monkey Module code changed so MASKS will always work proper.
Mining Update:
- Plasma Cutter and sprites. It cuts at a delay of 0. meaning it is the best of the best of the best in the mining of ores. SIR! Thanks to VtecJumper, who happened to have it on his signature! It is robust as fuck looking.
- Belt sprites for all pickaxes and the jack hammer.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1309 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed runtime error when cyborg (or sometimes AI) looks at paper.
Healing in cryo without cryoaxodone now works correctly. (slow as before)
Fixed some more runtime errors.
Fixed heal_organ_damage for non-humans. Slitt have to do a lot of work here.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1305 316c924e-a436-60f5-8080-3fe189b3f50e
It is currently impossible to apply reagents to the MMIbrain, nor can it be placed into anything yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1294 316c924e-a436-60f5-8080-3fe189b3f50e
RIG's radiation shielding now lowered, and RIG helmets raised. now the rig gives .5 resistance, and helmet gives .25.
Sleep Smoke, it is experimental for now till I can get it to ignore people in full wizard robes. I might have to extend the ammount of sleep it does too.
Basic work up for sleep smoke spell. Will add more later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1279 316c924e-a436-60f5-8080-3fe189b3f50e
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
- 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
- Added a messaging server which will log all PDA and RC messages. Eventually I will make PDAs and RCs use this server, but since there are two major mapping things being done, I taught I'd get the map parts in early
- Messaging server currently logs all PDA and RC traffic (Only admins can see it tho via the View Variables verb)
- Included the missing file from a previous revision
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1252 316c924e-a436-60f5-8080-3fe189b3f50e
Added verb Ghost Ears. Dead people and observers can now select if they do not want to hear every word said on the world.
Fixed electronic blink toy sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1243 316c924e-a436-60f5-8080-3fe189b3f50e
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.
New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.
Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
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
Made revolvers cheaper since they are no longer godly. Their price may drop farther if the lack of megastun makes them that much worse.
Plastic explosives are now purchased in single bricks instead of pairs.
Nuke teams now spawn with agent cards so the AI can't metagame.
Nuke team uplink now matches the one traitors get in terms of available items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1232 316c924e-a436-60f5-8080-3fe189b3f50e
Also, I looked at the revolver code and GOOD FUCKING LORD WHAT WAS WHO SMOKING WHEN THEY MADE THAT. The only defense against a pistolwhip stunning/KOing you for 60 ticks of your life() proc is wearing a hat with a bitflag that hats no longer even have. And that's even IF the code that handles applying the damage decides that your armor protected you from the hit. Keep in mind that shit like oxytanks or toolboxes only stun for about 5 ticks of life() and that's only if the code passes a percentile check based on the amount of damage the attacked body part has taken. In conclusion, fuck that shit.
Also, shooting people point-blank now plays the gunshot sound.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1230 316c924e-a436-60f5-8080-3fe189b3f50e
- You can add a photo to you ID (Just one tho)
- If you examine someone with a photo on his ID, it'll tell you it has a photo
- Commented out code which spawns a photo of you at round start/late join
- Moving Mining out of beta
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1193 316c924e-a436-60f5-8080-3fe189b3f50e
MAP:
- replaced some tiles under airlocks with platings instead of the dark floors (escape hallway north maintenance)
- Replaced bartender's top hat with a sturdy version, which has helmet characteristics.
- Added 3 regular top hats to black jumpsuit lockers
Expecting a negative vote from vey...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1188 316c924e-a436-60f5-8080-3fe189b3f50e
- mass control all air machines in area (5 modes)
- adjustable alarm thresholds
- air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
Mobs now have a "cloneloss" var, used to represent the fact that they aren't done being cloned. There are exactly 2 ways to heal cloneloss outside of badminnery.
1) Don't get popped out of the tube early.
2) Load a cryo tube with Clonexadone (mix Cyroxadone, Plasma, and Sodium to make) and hop in.
Clonexadone also happens to heal regular damages twice as fast as cryoxadone, so it has more use than just fixing quickclones.
PDA medscanners aren't sophisticated enough to detect cloning imperfections, but the ones found in medkits are.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1178 316c924e-a436-60f5-8080-3fe189b3f50e
Dubbed the "Bag of Holding", this latest wonder is a backpack that has had the interior filled with a Bluespace generator. This allows for unmatched item storage potential! The generator has proven perfectly reliable under light use, but heavy loads have been proven to cause strain, eventually leading to total failure and loss of any stored items. Additionally, the generator does NOT play nice with other applications of Bluespace, do not wear or carry the device while attempting to teleport, or attempt to place one into the Bluespace pocket of a second device. The Bluespace interface has been observed to destabilize gravitational singularities.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1176 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed all known issues regarding storage items including photo albums being able to carry any item with w_class = 1 and the double messages that were generated when you or someone placed an item into a storage item. Same for bible, briefcase, etc. etc.
- A side effect of this is that storage items are no longer able to be wrapped with wrapping paper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1175 316c924e-a436-60f5-8080-3fe189b3f50e
- 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