Commit Graph

425 Commits

Author SHA1 Message Date
n3ophyt3
cd06be4fcb Department (and command) radio frequencies are no longer shown by their frequency (which you can't manually set a radio to anyway), but rather the department they belong to. This lets people with multi-channel headsets better keep track of conversations.
Logs of my testing:

Gustavo King says, "test"
Gustavo King  [145.9] says, "test"
Gustavo King says, "test"
Gustavo King  [Command] says, "test"
Gustavo King says, "test"
Gustavo King  [Security] says, "test"
Gustavo King says, "test"
Gustavo King  [Command] says, "test"
Gustavo King says, "test"
Gustavo King  [Medical] says, "test"
Gustavo King says, "test"
Gustavo King  [Mining] says, "test"

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1610 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-23 01:15:48 +00:00
noisomehollow@lycos.com
e68ce8721f #Finished the respawn_character proc. Use it to quickly bring a player back into the game with their previous character if they were gibbed/deleted. If you want them to make a new character, kick them out and let them rejoin. Can also be used to quickly enter the game by admins and the like. It's fairly robust so you can read the code to find out what it does (and does not).
#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
2011-05-22 23:48:29 +00:00
noisomehollow@lycos.com
a9d2227518 #Added an check for range/items when trying to insert an ID card/update info into a PDA. It should no longer run time error.
#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
2011-05-21 05:06:53 +00:00
uporotiy
b318f77795 Mining
Mineral walls added (not buildable yet).
Mineral doors are now actually destructible.
Expanded the outpost, adding a small cafeteria and botany area.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1606 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 04:22:39 +00:00
cagerrin@gmail.com
8295e9efab CHANGELOG UPDATED
-Borg parts are now built by exosuit fabricator, meaning they can be queued and benefit from time/material cost reduction via research.
-Removed borg fabricators as a consequence, and added second exosuit fabricator.
-Exosuit fabricator uses borg fabricator sprite from r1596, which now has loading overlays for all materials.
-Moved fabricator sprite and overlays from surgery.dmi into robotics.dmi, as they aren't surgery-related.
-Borg parts are slightly cheaper, as the exosuit fabricator converts material sheet values differently than the borg fab, and borg parts were slightly more expensive than a Ripley with the cost copied from robot_fabricator.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1605 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-20 06:10:34 +00:00
panurgomatic
1b8037b614 - Paint. Currently, only turfs can be recolored.
Warning: I have no idea how well it'll work on populated server - meaning, it may cause lags. In that case, I'll try to optimize it better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1597 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-17 20:12:43 +00:00
uporotiy
e086aadfaf Mining
Added sandstone. You get it by clicking a sand... block, I guess? with itself, and it'll convert the sand and all sand on that tile to sandstone bricks.
Added mineral doors. They have a cool sound effect, can't be opened by AI or critters (including bots, carps and huggers), but can't be locked either.
Blatantly stole DF music for ambience because I'm a dick :33
 Chapel
Removed imperium something robes. Just... no.
 Crayons
Added the ability to draw graffiti and letters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1594 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 12:42:12 +00:00
baloh.matevz
54c3b3ad90 Cables now come in four colors: Red, yellow, green and blue. Engineer belts spawn with either red or yellow ones while electrical toolboxes spawn with any color. All three coils in a toolbox are the same color.
Also yes, yes, if you are really bothered by the fact that picking up a green wire piece with a blue coil will result in all of them being blue then that's fine, but I really think it's more than good enough for a game. It will also allow people who want to use a particular color the abbility to get enough wire pieces of it without unneeded problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1593 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 03:39:38 +00:00
KFFFF00
1aeb0406e7 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1589 316c924e-a436-60f5-8080-3fe189b3f50e 2011-05-15 20:43:38 +00:00
baloh.matevz
911372623e Attack log should now work. Please report and bugs you might find.
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
2011-05-15 01:11:31 +00:00
KFFFF00
1368a431cf CHANGELOG UPDATED.
New rune! Stun rune. When used as rune, briefly stuns everyone around (including cultists). When imbued into a talisman, hit someone to stun and briefly mute them. Spawnable with the starter talisman.
Imbue rune doesn't disappear after succesful invocation, only the source rune.
Chaplain's bible now has 20% chance to convert a cultist (was 10%), and gives a message on success.
Lots of typos and errors fixed in the tome text.
Wrapping paper added to mailroom.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1584 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 20:54:34 +00:00
baloh.matevz
cea7302b08 Smooth tables added
Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)

To achieve this I had to reverse all sprite directions in the dmi file, this means that on the dreammaker map, every single table piece faces the exact opposite way. I will fix this on monday but can't at the moment. There are no issues on the map tho as all the dirs get recalculated at map load and whenever an adjacent (cardinal or diagonal) table is created or deleted.

Ingame I removed the annoying CORNER/SIDE/ALONE, EAST/WEST/N... blabla menu as it determines this by itself now.

So yeah, smooth tables.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1583 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 17:10:19 +00:00
n3ophyt3
d1ee3698f5 Fixed a bug related to melee combat that has existed since revision 2, and was unintentionally made worse in revision 1418.
The bug consisted of attacks only causing damage if the attack also causes stunning/weakening. Originally the bug only affected groin shots, but was spread to chest attacks in rev1418.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1579 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 23:45:00 +00:00
n3ophyt3
d095d82697 Oh lordy I removed the wrong )s when I changed the melee code, sorry about that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1574 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 21:20:34 +00:00
n3ophyt3
550ac659e0 Armor Overhaul, phase 2
Rewrote the armor checking proc, it now checks mask, head, jumpsuit, gloves, shoes, and suit slot for armor values, and selects the most protective item that covers the targeted area. This means that phase 3 is going to be a pain in my ass, since a lot more things can actually matter in terms of armor values.

 Also included a full-body armor check, which checks ALL bodyparts for protective values, and averages them out. This is currently only used for explosions, and mainly only means you now also have to actually wear the bomb suit hat to be considered fully protected (though the suit alone still provides a 90% chance of not getting gibbed from a max-severity explosion)

As with phase 1, testing consisted of attacking myself and standing in turrets, and also included dropping explosions on myself while in a bombsuit since I changed the bombsuit code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1570 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 00:00:16 +00:00
tronaldnwn@hotmail.com
90f747ffd9 Bug fixes (due to minor typos):
- Basic Drills Now can be made
- Flame throwers give plasma research
- Plasma cutters give plasma research

Fluff Text change:
- Lights out event: The fluff text now is that an "Electrical Storm" causes the lights to overload, and Nanotrasen isn't blowing out expensive lights randomly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1563 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-10 04:46:04 +00:00
n3ophyt3
7a2647afb4 Armor overhaul, phase 1.
Armor protection rates are now handled by checking the var I added to obj/item/clothing instead of static percentile chances in the robusting code. What this means for the future is armors that differ in more than just bodyparts protected.

 Currently, all armors/helmets are running off the same set of protective values, which are roughly identical to the old hardcoded ones. a future phase will juggle these numbers around.

 What this means for right now:
  *Melee attacks to the chest/groin are slightly more likely to succeed than before. (80%-force block chance instead of 90%-force)
  *Bullets are slightly more likely to penetrate armor than before. (60% block/30% partial instead of 70%/40%)
  *Alien spit/e-crossbow bolts have a 10% chance of being blocked by armor.

Lasers/Pulse Rifles/Tasers have unchanged values, as do melee head/arm/leg/hand/foot shots.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1561 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-10 00:13:04 +00:00
noisomehollow@lycos.com
cc12a2f08b Added a transfer_ai() proc to easily transfer AIs between objects, provided the mobile object has a flush variable.
Probably fixed AI-ninja suit transfer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1559 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 20:50:39 +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
uporotiy
6b3ff55761 Set biomass and glowshroom procs to background. Lessee if that helps. It should.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1557 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 08:12:57 +00:00
polyxenitopalidou@gmail.com
09a2407395 Uncommenting tray hit sounds too.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1554 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 02:43:09 +00:00
polyxenitopalidou@gmail.com
fca84835f7 •What the flying fuck. Actually forgot to include the most important part of the update. Sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1552 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 01:23:13 +00:00
uporotiy
45637875de I broke glowshrooms. Herpderp.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1550 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-08 20:53:42 +00:00
uporotiy
678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
polyxenitopalidou@gmail.com
e55dd9c2f6 CHANGELOG && Dangercon Update:
•Fireaxes, extinguishers and fireaxe closets placed around the station. Functionality described in changelog. Airlock modifying is because you can use the fireaxe to crank open doors.
•Piano? Being able to be smashed? What are you talking about?
•The two handed system is purely experimental and subject to much cleaning up/proc making to enable it for other objects as well.
The mob modifications is because of the two handed system making it unable for you to switch hands.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1543 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 16:39:13 +00:00
Superxpdude@gmail.com
864f58f009 Updated and finished the Prison Station
-Mass Driver Moved down to the death sentences area
-Lethal Injections room added
-Lethal Injections locker added to prison station
-3 Empty Large Syringes added to lethal injections room

Added Lethal Injections Locker (Contains 2 Large Chloral Hydrate Syringes)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1541 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 02:58:06 +00:00
noisomehollow@lycos.com
bbc04ef26b Fixed PDA messaging.
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
2011-05-06 23:34:56 +00:00
rastaf.zero@gmail.com
a20589c401 New suit for captain added to captain's locker:
-captain tunic
-cap.
New suits for chaplain were placed in his/her wardrobe:
-Nun robe
-Hoodie
-outfit of Imperium monk
Credits for captain's and chaplain's stuff belongs to Farart.
Red jumpsuit (worn by security) for fat cops was fixed by axc9.
Glitch with items placed to/got from container laying on floor was fixed by Laguis.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1539 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 17:37:21 +00:00
panurgomatic
2a1023b594 - Another batch of runtime errors fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1537 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 00:32:55 +00:00
uporotiy
66be17746b Health Scanner HUD
Shows the health status of all humans in view. Has a slight delay and isn't very optimised, but 5 of them spawn in surgery, as well as one in CMO's office.
 Crayon
Crayon runes are anchored.
 Glowshrooms
Fixed their spread rate. Goddomot reset to 30 lifespan.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1536 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 22:14:29 +00:00
noisomehollow@lycos.com
2c6b1841ef Cleaned up PDA code a litte more. Can again resize window. The close button is in the menu.
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
2011-05-05 21:19:10 +00:00
uporotiy
030fe0703f Forgot to make crayons eatable. Plus clown spawns with a regular box as well, since the rainbow crayon is somewhat unwieldy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1534 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 11:55:15 +00:00
uporotiy
615e4be24b Crayons
Updated the way they work.
Clown now starts with a rainbow crayon that can draw in any two colours.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1533 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 11:14:41 +00:00
noisomehollow@lycos.com
40b78e2438 Cleaned up ninja code so it's not all-over the place.
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
2011-05-05 01:33:50 +00:00
uporotiy
e4d315863a HONK! update
Crayons
Clown and mime now spawn with crayons. This won't go horribly wrong.
 Soap
Added soap to the station. Basically a reskinned banana peel for now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1530 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-04 23:13:38 +00:00
uporotiy
b74f67a3f9 Whoopsie, forgot to add a way of removing the new toy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1529 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-04 20:34:55 +00:00
uporotiy
583b5a42cd Glowshrooms
Nerfed the spread rate and chance, made the suspectible to plantbgone and acid.
 Arcade
Added a new prize.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1528 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-04 20:15:14 +00:00
tronaldnwn@hotmail.com
a6959b2e69 hydroponics
- Bananas can now be grown (they are now snack/grown/banana)
- Sunflowers can now be grown and harvested (very limited use till I add in some seed recipes). Smack people with them for a unique message.
- Both seeds are loaded into the seed vendor (for now), vendor is alphabetized.
- New seeds added to either of the seed crates.
- Move hydroponic items out of the weapon.dm and into hydroponics.dm

Nuclear Agents
- They have a little S symbol by their head now, that only other Agents can see.

Other
- Optical Material Scanners are blue goggles now, rather than a blind fold.

Map update was just to update all the bananas on clown planet to the new "grown" item path.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1525 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-04 06:27:36 +00:00
uporotiy
3b95ca9568 Hydroponics
Fixed a horrible bug with the replica pods grabbing non-dead players.
 Wizard
Fixed a potential exploit with the teleport spell (object, of course).
 AIs
Fixed another horrible bug of mine, where the death() proc doesn't process past a certain point.
 Glowshrooms
Now drop to the floor when the walls nearby are destroyed.
 Biomass
WIP added. Do NOT spawn them on live servers unless you want colors everywhere.

Also my code is horrible and I should feel horrible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1521 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-03 16:03:20 +00:00
uporotiy
d335f66f37 Hydroponics
Correction: They MIGHT stop growing after a while.
Also ohmygoddatsahugecallstack fix.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1519 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-02 17:41:57 +00:00
uporotiy
f8c3231552 Hydroponics
Glowshrooms now stop growing after a while. They're also much less laggy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1518 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-02 17:24:40 +00:00
uporotiy
1fd070c908 Forgot get_dist uses Chebyshev's metric too.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1517 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-02 12:58:36 +00:00
uporotiy
a2f55ddf6c Events
Added a "lights out" event.
 Flashlights
Red toolboxes now have only a 50% chance to spawn a flashlight (to add diversity and make the lights out event less easy to circumvent).
 Explosions
Explosions are now round. This is quite a big balance change, so it's subject to change in the future.
 Hydroponics
Hopefully fixed the bug with invading weeds etc being unharvestable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1516 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-02 12:22:31 +00:00
uporotiy
f05a9843af Hydroponics
Fixed bug with mutated plants not being harvestable.
Added glowshrooms. They (maybe) glown in the dark. To get their seeds, you need to hack the seed machine. They're pretty straightforward. To plant a glowshroom on the floor, you need to click it while it's in your hand.
 Badmin
Added a "Honk" button.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1515 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-01 20:19:18 +00:00
baloh.matevz
4c5f17deb5 Light floor added
For non-coders:
- Added floor lights
- To build: Use wire on glass, use metal on the assembly you get, use it on a plating. To fix flickering or broken tiles, use a lightbulb on them.
- To deconstruct: Crowbar on floor to remove it, crowbar on light tile to remove metal, wirecutters to separate the wire from the glass.
- Click on tile with an empty hand to turn it on/off

For coders:
- The turf system has been rewritten to contain a tile variable which defines what kind of turf it is. The 'intact' var can no longer be used to determine if the turf is a steel floor. Intact only tells if wires and pipes are to be hidden (for hide() procs)
- Use is_plating(), is_steel_floor() and is_light_floor() to determine the floor type.
- Use make_plating(), make_steel_floor() and make_light_floor() to do this. They take the floor tile by default as a parameter, if none is given they will make one themselves.

Credits for the sprites go to Hempuli, used with permission.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1513 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-30 19:56:52 +00:00
tronaldnwn@hotmail.com
4cfd1b7d12 - Attempted to straiten up some clothing dms
- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these.
- Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE"
- Tower Caps are in the Hydro seed vending machine again, and you can get logs from them!
- Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked.
- Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds.
- Planks can be formed into wooden objects, currently just wooden tables and wooden barricades.
- Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks).
- Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal).
- Plant scanner now lists water and nutriment level.
- Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly.

- Moved the wooden log to harvest DMI
- Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-26 00:00:56 +00:00
baloh.matevz
f95c0537c2 - Regular and fire first aid kits once again contain ointment. Apparently the info I got about ointment being broken was wrong, so ointment will remain.
- Fixed two misplaced pipes in atmos, so hopefully the AI won't get endless atmos alerts a few dozen minutes into the game and will hopefully reduce atmos lag at round start.
- Patient's locker should now contain the proper equipment.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1501 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-25 15:37:17 +00:00
noisomehollow@lycos.com
52093c8a0d I guess I wasn't as gone as I thought I was. Go figure.
Code cleanup on some ninja+misc stuff.
Slightly faster energy recharge rate for ninjas.
Likely fixed the wizard/nuke operatives/MODE appearing in the Cent Com report.
Added a trio of hidden functions to ninja suit. Use with care!

I'm also removing myself as a committer.
Happy Easter! Peace!

PS: I'll miss you too Microwave :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1498 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-25 03:09:18 +00:00
baloh.matevz
69099b12c7 Dangercon 2011 - Medbay rebalancing
Code:
- White wardrobe now called white wardrobe instead of medical wardrobe, contains 5 white jumpsuits and 5 white shoes, 1 placed in genetics for people without clothes.
- Added patient's locker, works like personal lockers, contains 1x white jumpsuit, 1x white shoes (2 outside surgery, 1 in genetics)
- Syringe box no longer has the "(biohazard alert)" in it's name, it's moved to the description.
- Riot crates are once again orderable (unrelated bug fix)
- NanoMed dispensers now only contain 4 spaceacilin dispensers each, 1 more placed in the examination room, 1 in virology
- NanoMed dispensers now contain 4 beakers and 2 droppers
- Security officers no longer spawn with mime gloves in their backpack
- Medical locker now contains 2x inaproveline bottle, 2x antitox bottle, 1x syringe box, 2x dropper, 2x beaker. Removed supplies moved to tables and such.
- anesthetic lockers now contain 3x anesthetic tank and 3x breath mask
- Medical garb locker renamed to medical doctor's locker, contains a labcoat, white shoes, medical backpack, breath mask, medical cartridge, medical headset and medical belt.
- CMO locker now contains a cmo jumpsuit instead of a medical one and no longer contains the air tank
- Regular first aid now contains two kelotone pills instead of ointment
- Fire first aid kits now contain an additional 2 kelotone pills instead of ointment (they contain 4 pills, 2x inaproveline syringe and an analyzer)

Map:
GENETICS:
- Replaced empty closet with patient's closet which can be locked
- Replaced genetics wardrobe closet with white wardrobe closet
- Moved glasses box to clone room
- Added a 2nd diskette box

CMO Office
- Added an emergency closet for aesthetic reasons

MEDICAL STORAGE
- Placed 3x sleep toxin bottle on the table
- Placed 3x toxin bottle on the table
- Removed all first aid kits
- Placed glasses box on table
- Old garb locker is now a MD Locker

CHEMISTRY
- Doubled the supplies intended for grenade making so they can make 4 grenades now (once their construction is fixed that is)
- Added a third inaproveline bottle
- Removed kelotone pill bottle
- Added 2 empty pill bottles
- Added a second dropper

EXAMINATION ROOM
- Removed latex glove box
- Added inaproveline and antitox bottle on the table
- Added 2x inaproveline syringe on the table
- Added 1x spaceaciline syringe on another table
- Added a MD's locker (replaced closet)

SURGERY READY ROOM
- Replaced 2 closets with 2 patient's lockers
- Removed medical mask box.

MEDBAY LOBBY
- Now contains 2x fire first aid.
- Now contains 2x toxin first aid.
- Now contains 3x regular first aid.
- Contains 1 inaproveline, 1 antitox, 1 tox and 1 sleep tox bottle
- Contains a few inaproveline syringes, empty ones and boxed ones on tables around.
- Contains only one latex glove box and an extra set of gloves on a table
- Removed antitox pill bottle.

As with the r1490, please post any concerns or opinions you have. Try to be a bit more constructive this time. Generally if you were not able to keep score on what got removed and what got added, there is now less of all bottled medicine, but considering noone used the one that was locked away in medical lockers, it is not much more accessible and with that, more useful. There is the same number of medikits around, just placed in different areas and there is generally the same amount of stuff around, but it's easier to get to for non-medical personnel. The only serious nerf that I am aware of is the reduction of spaceacilin, but there are still 9 syringes in medbay, despite that. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1497 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-25 01:44:13 +00:00
panurgomatic
0504256a1c - Turrets should now disable properly
- Mobs can climb out from mechs (think chestbuster chestbusting or similar).
- Cleaned up alien weed code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1495 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-24 02:00:35 +00:00