Added sanitize() to naming the buffers in DNA machine and to alien whispering.
Added 0.5 sec timeout for BANG BANG.
Added drinking glasses to the Dinnerware vending machine.
Update from Nikie:
Verb Reload Admins rereads admins.txt
Parameter sql_enabled in config. Prevents spam when sql is not installed.
NOTE FOR HOSTERS: it is currently ON in code (i.e. behavior is unchanged yet), you have to add SQL_ENABLED to your config.txt during next week. Thanks for your attention.
Fixed "Delay" command.
Messages for help intent are gender-aware now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1463 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new reagent proc (trans_id_to) to transfer a specific reagent from a list to the target.
Finished SpiderOS. If anyone plans to revise PDA code, or maybe do something similar, I highly recommend looking at the SpiderOS verb first.
Ninjas may now drain energy from exposed wires, ala a powersink. It takes longer than APCs to begin charging and drains slower.
Misc bug fixes and improvements.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1460 316c924e-a436-60f5-8080-3fe189b3f50e
- Upon spawn, the screwdriver picks between 7 colors
- Electrical toolboxes now have a 5% chance of spawning with insulated gloves in them. (I did my maths, there are 12 electrical toolboxes on the station, this means only one of them will contain the gloves about once every two rounds) Most of these toolboxes are in protected areas anyway. (Part of DangerCon 2011)
Mapping:
- Tech storage now contains a pair of insulated gloves. (DangerCon 2011)
- There is now an oxygen canister near disposal, in emergency storage and the CE's office. Toxins has a toxin canister near the maintenance access, the incinerator has two toxin canisters and two oxygen canisters again, the construction site north of robotics has a small plasma tank. (All part of DangerCon 2011)
- Notices about financial cuts (announcing the removal of tools, equipment and supplies as determined by Dangercom 2011) now spawn on all heads' desks
- Wooden tables now look nicer
-
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1455 316c924e-a436-60f5-8080-3fe189b3f50e
latex loves + short piece of wire + some air from tank = ballon!
Another version of kitchen sink sprite.
New vending machine - dinnerware. Dispenses knives, forks and trays. Will do more once we get functional spoons.
New uniform - Waiter Outfit. Chef can give it to his assistant.
Water cooler was added to kitchen.
Kitchen was expanded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1453 316c924e-a436-60f5-8080-3fe189b3f50e
#Private lockers can now be sliced open with the ninja sword.
#Added a SpiderOS verb to the ninja suit when initialized. It acts as a lite PDA with some unique features. If I had more time, I would revise the existing PDA system to follow the format of SpiderOS which would make the former run a lot faster.
#Added an adrenaline boost ability for the ninja suit. It will near instantly remove paralysis/stun/etc but has only three uses.
#Added ninja stars ability. Ranged projectiles, the user randomly picks a target from nearby living enemies. Projectile itself is wip.
#Maximum charge for the suit is 30000, or 300%.
#More names for ninja name gen.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1451 316c924e-a436-60f5-8080-3fe189b3f50e
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
Janitor Bucket now PROPERLY shows the maximum of the bucket as 100 on the PDA. Yay for accuracy!
Mops and cleaners:
Made the space cleaner bottles contain less units of material overall (250), however only spray 5 units at a time (you get 50 shots now). Makes it MUCH easier to refill with spess cleaner. Especially now that the ammonia and water reaction give more output.
In other news, MOPS ARE MAGNETS TO ME! Sorry Chicago Ted, I tried to make it less awkward, but it did not want.
RSF:
Items appear on floors properly now!
Chemistry Reagents:
Sugar/ sodas - less nutrition per unit.
Sugar - No more jitters =(
adminordrazine - More OP, but it is admin/ sandbox only anyway.
Arithrazine - Sets radiation damage to 0, because it is the dexalin plus of anti-radiation meds.
Hyronalin - Stronger radiation removal
Chem recipes:
Space cleaner - 2 units per reaction now. Because it was really unfair how much materials you need to refill the janitor's bottle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1445 316c924e-a436-60f5-8080-3fe189b3f50e
#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed.
#Added more recharge locations for ninjas: cells, smes, and cyborgs.
#Recharge changed so that it takes less time but recharges for less.
#Adamantine sprites per request.
#Updated Ripley sprites per request(?).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
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
A new powerful microwave code allows completely new recipes.
All cooked food all have transferred in all the reagents which ingredients had (except of nutriments).
A new neat food sprites from Farart.
New/changed recipes for cooking with microwave:
- Berry Pie was replaced with Berry Clafoutis with new sprite. Recipe: 2 flour, 1 egg, 2 berries (not berryjuice);
- Fortune cookies: 1 flour, 1 egg, piece of paper with prophecy;
- Meat stake: 1 unit of salt, 1 unit of black pepper, 1 slab of meat;
- Pizza "Margherita": 2 flour, 4 wedges of cheese, 1 tomato;
- Meat Pizza: 2 flour, 2 slabs of meat, 1 wedge of cheese, 1 tomato;
- Mushroom Pizza: 2 flour, 5 any mushrooms;
- Vegetable Pizza: 2 flour, 1 eggplant, 1 carrot, 1 corn, 1 tomato;
- Spacy Liberty Duff: 10 units of water, 5 units of vodka, 3 Liberty Caps;
- Amanita Jelly: 5 units of water, 10 units of vodka, 3 Amanitas;
- Meatball Soup: 20 units of water, 1 meatball (aka faggot), 1 carrot, 1 potato;
- Vegetable Soup: 20 units of water, 1 carrot, 1 corn, 1 eggplant, 1 potato;
- Meatball Soup: 20 units of water, 1 meatball (aka faggot), 1 carrot, 1 potato;
- Nettle Soup: 20 units of water, 1 nettle, 1 egg, 1 potato;
- Hot Chili stew: 1 slab of meat, 1 chili pepper, 1 tomato;
- Cold Chili stew: 1 slab of meat, 1 ice pepper, 1 tomato;
Other bugfixes:
Fixed items showing under vendomats/microwaves.
Activated item_state for anesthetic tank.
Runes are under tables and doors now.
Fixed runtime errors caused by some reagents.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1440 316c924e-a436-60f5-8080-3fe189b3f50e
#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
#Added effects and sounds to ninja powers.
#Energy blade will no longer cut through r-walls. Regular walls take seven seconds to cut through.
#Added a bare-bones startup and power-down system to the ninja suit (and accessories). It will need to initialize before granting powers. It should be very possible to give anyone the suit and turn them into a space ninja. Just make sure to edit their special_role to "Space Ninja"
#This also means that ninja items are now removable before they are initialized (or after de-initializing). Suit and mask are still not examinable due to a mysterious bug with obj verbs.
#fixed a few misc bugs.
#Updated turrets a tad. You can now destroy them by bashing them with stuff when they pop out.
If someone feels up to it, death commandos need a cool helmet to go with their new suits.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1437 316c924e-a436-60f5-8080-3fe189b3f50e
#Phase Shift will no-longer show up in the Ninja verb panel. You can right-click on turfs only to use it.
#Ninjas can now spawn a sword in their active hand. Besides killing dudes, it's also useful for slicing through doors, lockers, walls, and so on. It'll disappear if dropped or thrown, and it cannot be placed in containers.
#Ninja mask now works differently when mimicking voice. You start out as "Unknown" and when toggling the voice changer it will randomly change your name with some variations.
#If you switch the name back to "Unknown" you will re-active voice masking which is much less silly this time. The only way for someone to determine your true name is to remove the mask. Postmodern Space Bushido demands that you only reveal your identity in honorable combat!
#Slightly updated sprites for ninja suit and accessories. Or as I'd like to call them, the Tron suit. Probably wip until I get enough motivation to redo it from scratch.
#People that respawn as death commandos are now manually chosen by an admin.
#Death commandos use the new suit sprites.
#Added a global proc for animations. Currently only used by ninjas.
#Moved around suit icons so they are grouped better.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1433 316c924e-a436-60f5-8080-3fe189b3f50e
Various bugfixes for cult.
-raised and manifested are cultists
-you cannot use target for sacrificing
-free a cultis frees from muzzle, closets, pods
-removed unused files.
Added satitize() to emotes.
Extended and Random were returned to Game Panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
Simple "if" structure added in the toggle-jetpack verb to check the type of the suit. It's friendly to any addition of new jetpack types. I'll be including those re-sprited suits soon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1423 316c924e-a436-60f5-8080-3fe189b3f50e
Welders that are on but not in use use fuel more slowly than before, when actively welding, fuel use rate increases to roughly 4 times what the previous rate was. This allows for an average of 4 regular walls to be cut through before refueling is needed, based on my testing. Shorter-length welding tasks will allow for more uses between refuels.
Also cleaned up a few things that still used the "click welder at thing, lose x units of fuel" code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1403 316c924e-a436-60f5-8080-3fe189b3f50e
Monkeys during monkey mode can use detective's revolver wearing hat and suit (without uniform).
Fixed some runtime errors.
Added ability for admins to disallow connecting for guests.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1395 316c924e-a436-60f5-8080-3fe189b3f50e
Enabled adminlogging of using robotic console.
Some admin messages are duplicated to log file now.
Fixed bug with ghosts sometimes not hearing people.
WIP stuff from Nikie:
a sprite for detective's armor
an alternative sprite for SWAT armor
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1391 316c924e-a436-60f5-8080-3fe189b3f50e
Glasses:
Added Optical Material Scanner - A gimmicky item that lets people see ALL OBJCECTS, even if hidden by turf.
Storage:
Added dice pack - one d6, one d20 (will add more once I add more Dice types).
Toys:
Typo fixes.
Cigarette lighters:
Zippo - Made the lighting message gender neutral.
Match - Made the lighting message gender neutral.
RSF:
Provides new items - Dice packs, pens, and cigarettes
Human life:
Made the Optical material scanners work to see objects.
Robot Modules:
Servicce borg - Has a lighter now (which will be modified soon so people can light other people's cigarettes).
Icons:
Night vision goggles slightly modifies to have a space for the nose of humans to stick out. The item state changed a bit out of the place holder status.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1386 316c924e-a436-60f5-8080-3fe189b3f50e
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