/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
- Guide to engineering, guide to hacking, guide to construction and space law books now get their information from the wiki. If stuff gets outdated, update it on the wiki.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2298 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
Donut boxes and paper bins are now put immediately in your hand to prevent weird shit from happening when you're holding them in your hand or a backpack. Also fixed some compile error with the new special rig suits.
Added some new sprites, mostly chopped up and made by me. RESERVED FOR FUTURE SHENANIGANS.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2260 316c924e-a436-60f5-8080-3fe189b3f50e
I noticed the RIG's Helmets didn't have their radiation variable anymore! I re-added the .25 protection they originally gave, I can only assume it was a mistake when moving them or revamping them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2258 316c924e-a436-60f5-8080-3fe189b3f50e
- Added 9 additional 'colors' which you can color shoes, jumpsuits, gloves and bedsheets into.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2249 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
Changed the name on the purple goggles. Names in all caps are bad.
Fixed a minor instance of a piece of lattice over top of a disposal pipe in space.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2222 316c924e-a436-60f5-8080-3fe189b3f50e
Mech Fabricators:
- They were generating an absolutely ridiculous amount of runtime errors because, somehow, an /obj/screen object leaked its way into the part_sets (/list) variable. To stop this, I have changed a for() iterator to loop through a specific object type instead of general /atom-ic instances.
Chemistry-Holder.dm:
- Fixed an infinite-loop problem with "mixing" virii in reagent containers. I have removed a check that makes sure no two of the same virus exists in the same container because it's entirely unnecessary. The same virus cannot infect a mob more than once, so having multiple virus instances is not at all harmful.
- This should hopefully fix some very serious that lag nearly crashes the server.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2218 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
- Extended maintenance south of research to reach the escape arm:
Screenshot: http://www.kamletos.si/toxins%20shooty%20thing.png
- Connected atmos to the 7 atmos pipes via a new purple main air supply pipe. No vents should be directly connected to this pipe!
- As mentioned, added a purple pipe color.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2193 316c924e-a436-60f5-8080-3fe189b3f50e
Added missing sprites for the ion rifle charges, and ion rifle on back sprites.
I still cannot into changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2188 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
Tasers and lasers now drain twice as much battery per shot
EMP bursts now do 60 damage to cyborgs as opposed to 25
Guns:
Added the three Desert Eagles by Cheridan, none spawn on map currently
Added the sprite for the Ion Rifle by Falazameer, but it does not have any EMP effect yet/the code is unfinished
Wizard:
Finally fixed it so the wizard gets Lasers/Hulk instead of Laser/TK
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2174 316c924e-a436-60f5-8080-3fe189b3f50e
- Added theatre vending machine sprites in preparation for a vending machine that will provide entertainment in exchange for space tickets.
- Added a tounge sprite in preparation for tongues
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2167 316c924e-a436-60f5-8080-3fe189b3f50e
Synaptizine once again helps with stuns however it is slightly toxic to humans and might give you some toxloss every time it ticks to balance the unstun.
Actually removed the logged say file this time.
Cargo main now merged into one area as it's was literally the same room with two areas.
Hydro East cam now is on the SS13 net and the prison station cam comp is actually on the prison station network.
The table in sec lost its two lower parts allowing officers to actually walk around without pushing people.
Added a wrench to the armory for the Warden's portable flashers.
Medical maintenance doors access levels fixed.
Medical is a bit less of a clusterfuck of pipes, I only did most of the west half and the tunnel. The east and tox still have to be done.
Medical Hallway to foyer, internal medhallway, and cryo doors were removed with permission from the head coders.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2164 316c924e-a436-60f5-8080-3fe189b3f50e
-New particle accelerator sprite, courtesy of Invisty (Thanks!) There's more work to come on this, including powered sprites, in varying intensities. I'll work on that stuff tomorrow.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2151 316c924e-a436-60f5-8080-3fe189b3f50e
-Took out the special properties of synaptizine. This was authorized by Muskets, and Urist. Take any problems up with them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2147 316c924e-a436-60f5-8080-3fe189b3f50e
Seriously don't remove ice cups from the booze O mat, it is meant to use a cheap Styrofoam cup as its sprite (that's the look I was going for when I made it, after all.. what else would you use?).
Synaptizine is now useful. It reduces weakness/ stun/ silence/ drowsiness/ paralysis to zero. Meaning you can't be stunned, or knocked down for more than a moment. it is great for when a rogue borg rolls around or if you need to revive some one who was stunned by a shocked door (but not killed by it) or if you just need to get away from those dang security officers. It'll do more too, but it is pretty much anti-zombie powder (just it can't cancel the toxic effects of zombie powder).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2143 316c924e-a436-60f5-8080-3fe189b3f50e
•Boozeomat no longer vends that retarded icecup thing
•Cleared up and shaded a lot of drinks and bottles. New caccavo tequilla bottle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2136 316c924e-a436-60f5-8080-3fe189b3f50e
- Added an extra fire closet to atmos, as there are 3 atmos techs
- Added a fire supplies rack to maintenance near mining
- Added a fire suit near EVA
- Added redcoat suit, hat and bandolier. (Damn it, some sources say it's spelled bandoleer, some say it's bandolier... Damn you English language!)
- Added this to changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2131 316c924e-a436-60f5-8080-3fe189b3f50e
-Mutate spell now gives Hulk and Laser Eyes instead of Hulk and Telekinesis. This is to to prevent the AI from getting one-humaned with no risk and the inevitable TK/thermal/axe spree that follows.
Chaplain
-King in Yellow Robes added to Chaplains wardrobe (sprited by Curwen)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2124 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
The base which it leads to only has closets and beds in it. Perhaps some fun stuff will be added later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2097 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
-Captain Armor and Space Helmet now have in hand sprites
-Another silly costume, credit to Noize for the effect
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2070 316c924e-a436-60f5-8080-3fe189b3f50e