Guns:
The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!
Miscellaneous:
I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
--------------------------------------------
Pete
Changelog:
Appendicitis!
It's a new disease which must be cured surgically- instructions are available on the wiki:
http://tgstation13.pretentiousfool.com/wiki/index.php/Surgery
Tell Petethegoat either on the forums or on IRC if you find any problems.
------------------------------------------------
Trubble has fixed a bug with the hat crates. They can now be correctly opened.
-----------------------------------------------
Derp has added the Medborg. YES!!!
Service borg has also recieved some minor tweaks. It can now use the Booze-o-mat. it can also extrude enzymes.
------------------------------------------------
Report any problems to them via Forums or IRC. Thankyou.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1866 316c924e-a436-60f5-8080-3fe189b3f50e
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
The only problem with it is that it doesn't update its window because durp can't pass user arguments to Topic(), so it uses usr by default, which doesn't work in this case.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1757 316c924e-a436-60f5-8080-3fe189b3f50e
Added in a bulletproof vest and laser protective vest, both spawn in the armory and in armor crates.
Security Officers spawn with their new boots.
Security Lockers now have the new boots inside them.
Some MULEbot patching thanks to Trubble_bass. The PDA list should no longer show the hallway navigation beacons.
Shuttle walls are no longer autosmoothed. This has to be done manually in the map as it was causing some graphical errors.
Added in new boots and armor sprites. Credit goes to Firecage for them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1755 316c924e-a436-60f5-8080-3fe189b3f50e
Viruses:
The virus system was COMPLETELY reworked.
Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.
Turrets:
Fixed some lingering bugs that would bog down the global event processor.
Changelings:
People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.
Miscellaneous:
I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e
New Head of Staff PDAs and PDA cartridges.
Fixed the bug where laser guns could fire stun rounds.
Added the cyborg upload circuitboard to the RD console and Secure Tech Storage. Forgot to do that in r1748. Whoops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1751 316c924e-a436-60f5-8080-3fe189b3f50e
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
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
- fixed issue 88: monkeys now can play with APC.
- Silicon liveforms cannot use malfhacked APCs if they arent an AT who hacked APC or his slaved borgs.
Fixed issue 121.
Latejoiners got their backpacks back.
Fixed attack log.
Fixed ammo icons not showing in dreammaker map editor.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1720 316c924e-a436-60f5-8080-3fe189b3f50e
Tweaked singularity beacon's layer, so it's even more obvious.
Tweaked singularity beacon's price. For 8, it was literally useless.
I don't know why people complain you can release singulo with it, because the code only affects the singulo's move() proc, changing move_direction from pick(cardinals) to get_dir(src,target). That's literally the only thing it affects, and I don't see how it can release singulo.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1717 316c924e-a436-60f5-8080-3fe189b3f50e
Contains a welder, a wrench, a crowbar, wirecutters, a screwdriver, a multitool and some cable.
Syndicates can now acquire a syndicate toolbox for 1 telecrystal from their syndicate uplink.
Singularity beacon crystal cost upped to 8 crystals. It was way to Overpowered a 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1716 316c924e-a436-60f5-8080-3fe189b3f50e
Object spells - fixed two minor bugs. Added the possibility of making a critical failure effect for the spells.
Singularity beacon - added to traitor spawn list. Must be screwdrivered to the floor before you can activate it.
Singularity - optimised the code a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1709 316c924e-a436-60f5-8080-3fe189b3f50e
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.
For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.
For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.
Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.
Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.
#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed teleporting randomly on clown planet z level (with hand tele). Probably won't work on extended but who cares.
Some misc improvements to code words.
Cut down on the amount of chloralhydrate in the sleepypen since it was fatal, apparently.
Fixed observing. Entry shuttle starts with less sleepers than before.
Some more wip stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1670 316c924e-a436-60f5-8080-3fe189b3f50e
Admins can again spawn everyone as ninjas, including themselves. Inactive player checking is still there though.
A slightly updated stealth graphic for ninjas.
Fixed a lawsync() run time error.
Fixed station_explosion_cinematic() run time error.
Fixed copy_to() run time error.
Fixed dnainjector/attack() run time error.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1667 316c924e-a436-60f5-8080-3fe189b3f50e
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.
Hopefully I didn't miss anything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
Admins playing pAIs should no longer have their pAI interface appear every time they send or receive an Admin-PM.
pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI.
The Player Panel now lists pAIs below humans.
Added a new admin command : Make pAI. Allows admins to manually spawn a specific player as a pAI at a given location.
PDAs and pAI devices pass emp_act()s into their contents list, largely to allow pAIs contained within to respond properly to EMP bursts.
pAI now understand brain/MMI speech without the aid of a Universal Translator.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1656 316c924e-a436-60f5-8080-3fe189b3f50e
#Ninja suit now supports pAIs. Further functionality will probably come from their development.
#Ninja suit can now replenish chemicals from beakers. Simply use a beaker on the suit and it will do the rest, if the beaker contains the right combination of chemicals.
#Draining from a wire is now done through clicking instead of a verb. There is no more delay to it.
#Ninja stars cost a bit more energy than before.
#Ninja suit will start initializing automatically (and quickly) when ninja spawned.
#Minor sprite fix for female ninja suit.
#Note: AI-related verbs for the ninja suit will be bugged until BYOND 484 comes out. Not a huge deal but worth noting.
#The has_reagent() proc will now return the reagent being checked for, instead of 1. Will return 0 if reagent is not found (or the amount does not match). Removed a duplicate arithrazine entry.
#AIs should now properly camera_cancel() when carded/physically transfered.
#Fixed a small menu display bug for AI cards. AI cards should now properly auto close their window when appropriate.
#AI holograms should now project above everything.
#Mal AIs can now choose to display an alternative (and awesome) sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1655 316c924e-a436-60f5-8080-3fe189b3f50e
#Added a locked list to datacore in order to track character spawn, particularly for respawn_character(). May be useful in the future.
#Added a proc to randomize appearance for any human mob, randomize_appearance_for(mob). It will not take into account gender as you will have to provide it. Names and so on are also randomized but that can be overwritten in the code following.
#Added AI holopads around the station. To use as the AI: click on the pad to center view on it. Click again to activate the hologram. Move it with the directional keys. You can still interact with objects normally. To remove it, either move it too far out or click the pad again. Use robot talk to directly speak through the holopad (and only the holopad, unlike regular robot speak). Could be added on to (like different images for different AIs) but it's basically finished.
#Fixed a bugged message on changeling transformation sting. It will no longer give away your identity.
#Made law datum a silicon define. var/datum/ai_laws/laws.
#A few more ninja adjustments. Added a new view mode for the ninja mask, allowing to see special roles and a few other things.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1608 316c924e-a436-60f5-8080-3fe189b3f50e
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
It should report attacking for most weapons. Some (health analyzer, weed killer and such) have been skipped.
As far as guns go it logs shots by and at for tasers, laser guns and energy guns.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1586 316c924e-a436-60f5-8080-3fe189b3f50e
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
Fixed PDA flashlight.
To clarify, you can still use the PDA when you are stunned/weakened. This was always the case, apparently. You cannot use the PDA when knocked out or dead.
You can now stick an ID card into a PDA without clicking 400 times (click on PDA with card in hand).
Changed how the ninja suit functions in relation to energy. It will now hold a power cell as APCs/Borgs/etc.
Ninjas can now replace their starting power cell (reduced to high capacity/10000) with larger capacities. Drain the cell as normal to do it. On that note, hyper-capacity (30k) cells added to research.
Can now drain energy from a recharger. Much like draining from wire.
Added cooldown to certain ninja abilities. It is a global cooldown; meaning, most abilities will be unusable until it finishes. Usually a second.
Some icon changes for ninjas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1540 316c924e-a436-60f5-8080-3fe189b3f50e
Toilets now work more like actual toilets. They will auto-flush when you insert a small object. You can also dunk people's heads into the toilet and try to choke them if you have a good grip.
Fixed wiring near detective's office.
Fixed larva and monkeys not being able to move on tables.
Fixed larva not being able to crawl through vents.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1535 316c924e-a436-60f5-8080-3fe189b3f50e
Reworked energy charging to where it's probably bug free and much easier to edit.
Reworked PDA code so it's much faster and easier to use. Might have some bugs left over.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1532 316c924e-a436-60f5-8080-3fe189b3f50e
The code part of the update.
i74 - I don't want to deal with AI stuff.
i72 - Not a bug, but remains here because it concerns the SVN.
i70 - No idea how to fix.
i68 - Nobody knows how to fix process(). Will look into later.
i67 - I don't want to deal with AI stuff.
i66 - Fixed.
i59 - What can I say? It's atmos.
i51 - Is explained on the forum
i50 - Couldn't replicate.
i49 - FIXED.
i48 - I'll look into it later.
i46 - I don't think that's a good idea.
i45 - I don't think that's a good idea.
i44 - No idea how to fix.
i42 - Already been fixed.
i38 - Outdated (not present on this map)
i36 - No idea how to fix.
i32 - I don't think that's a good idea.
i31 - Isn't fixed, bug the spriters for that.
i30 - Fixed.
i29 - I don't think that's a good idea.
i27 - Added (not really easy to playtest properly, though, so it's probably buggy)
i25 - Outdated (works on this map)
i23 - Fixed (you can now only aoe 5 times per minute)
i18 - Not a bug. Moved to my "possibly but not really" projects folder.
i17 - Already been fixed.
i16 - Already been fixed.
i13 - Not a bug. Moved to my "possibly but not really" projects folder.
i12 - Already been fixed through different means.
i10 - Fixed (thanks to the suggestion in the comments)
i 6 - No idea how it works, can't check. According to Agouri, still present.
i 5 - Not important right now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1491 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
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
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
- 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
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
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
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
A new twist on the freeform law module, this adds laws in a high-priority slot.
Shuffled around the PDA uplink menu for some reason.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1067 316c924e-a436-60f5-8080-3fe189b3f50e
- Paralysis Penlight now 3 telecrystals.
- Added some (commented out) code that CAN fix a Mind Swap bug but I have no way to test it (hence it's commented out).
- Fixed some more R&D bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1065 316c924e-a436-60f5-8080-3fe189b3f50e