Commit Graph

5120 Commits

Author SHA1 Message Date
n3ophyt3
c0bad53a84 Unless I'm doing something wrong, it doesn't want to let me create a branch without an existing folder on the svn to branch it into.
Also fixed my power armor not improving bullet protection when active.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1677 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 00:54:38 +00:00
noisomehollow@lycos.com
bbd3be907a Fixed and improved object mind transfer. It will work properly now.
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
2011-06-08 04:12:05 +00:00
noisomehollow@lycos.com
501c855aac Sight update to strike team admin proc. It should pick people as intended now. Can't really test it locally so who knows.
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
2011-06-06 06:43:59 +00:00
tronaldnwn@hotmail.com
3d77db4ead Typofix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1662 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-05 01:20:42 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- 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
2011-06-04 03:39:20 +00:00
n3ophyt3
02c951575d Chucking my powered armor onto the SVN
It could use a fair amount of refinement and/or additional features yet, but it is functional. It is currently adminbus only, until I get some non-placeholder sprites. Already have some on the way from a pretty decent spriter, but don't let that discourage you, more types of power armor are always welcome.

Current model is fueled by processed plasma ore from the mine. Each unit of plasma provides roughly 2 minutes of power, the tank holds 2 units worth of fuel at a time, and can be refilled while the suit is active. I'll probably include a powercell and self-sustaining version when I add in the code to make this sucker buildable via R&D

While unpowered, the suit slows you waaaaaay down, is not spaceworthy, and is inferior to regular armor. While powered, it is between regular and syndicate spacesuits in speed, can be worn in space, and has much better armor. Also, while powered it cannot be unequipped, much like an initialized ninja suit. The helmet is required for the suit to be able to power up, and if the suit powers down for any reason other than the user initiating the powerdown sequence, the suit does NOT unlock, so you're stuck in a crappy slow metal suit until you can get it powered up to properly power it down.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1658 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:26:01 +00:00
tronaldnwn@hotmail.com
6691236237 Tech Origin update:
-Various item have had their tech origins updated or added to.
-Items that just use metal or glass have their materials origin lowered
-Items that use more advance materials have their materials tech origin raised to equal the uncommon material.

Engineering Tech research:
-Engineering tech origin, because Materials tech origin is just for being able to manipulate rare/ new materials for production.
-Engineering tech field focuses on various engineering items, and will increase in scale as time goes on.
-Various items (especially tools and mech parts) use the engineering tech origin.

Mining tools update:
- Drills can dig up sand.
- Plasma cutters can cut down walls and girders, and set fire to thermite, and be used in the reinforced wall deconstruction stages in place of the welder.
- Diamond drills can drill though walls, and girders, and can drill through the plating of reinforced walls.

Tech Origin changes and Circuit boards:
-If it requires a special material to make, it now have a materials origin equal to that special material. General glass circuit boards do not require materials research.
-Engineering research should be applied (reasonably) to the board if it is a machine, computers should stick to programing (even if the computer is related to an engineering field).
-Still a work in progress, as always.

Last update:
-Shovel sprite is back to being a digging shovel in style, a scooping shovel is terrible at digging. I should know, I've dug many holes in my days, and a scooping shovel is terrible, and a spade head is much better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1654 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 04:05:42 +00:00
only.lurking@gmail.com
edfe89e94d pAIs added. Two on station (Crew Quarters, R&D Director's Office) and one on the Derelict.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1634 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-30 19:33:28 +00:00
baloh.matevz
9b46819b80 Twohanded weapons are now more generalized. You can make any weapon twohanded just by setting twohanded = 1. Also fixed the throwing of twohanded weapons as well as dropping. The offhand thing should no longer cause problems. Report any bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1615 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-24 15:07:51 +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
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
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
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
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
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
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
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
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
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
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
uporotiy
790f16f3d6 Cyborgs
Reduced amount of round-start cyborgs to 1.
Removed cyborg latejoining.
Added a 7 ds delay on cyborg laser guns.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1489 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 08:26:25 +00:00
noisomehollow@lycos.com
3abc38a2bc Updated xeno ability code.
Updated ninja ability code.
Misc ninja update.
Fixed chemistry reagent code for the ninja suit.

This final update could have been more awesome but whatever.
I've copy-pasted the ninja info on to SpiderOS for future reference.
It's been fun but now I must sayonara. Whatever that means. Oh, it means goodbye.
~Later~

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1469 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-18 07:36:33 +00:00
noisomehollow@lycos.com
bd54d92eb3 Fixed SpiderOS chemical injections to work a lot better. Thanks to Muskets and Darem.
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
2011-04-17 03:32:19 +00:00
baloh.matevz
8b2be74d09 - Wirecutters have a 50% chance of changing to the yellow sprite
- 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
2011-04-16 23:27:18 +00:00
rastaf.zero@gmail.com
1010d955ed You have to turn off your stunbaton before wash it suing sink.
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
2011-04-16 15:44:08 +00:00
noisomehollow@lycos.com
3d04f96567 #Added mechs as chargables for ninjas.
#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
2011-04-16 07:59:38 +00:00
rastaf.zero@gmail.com
7707d5a58e Runtime errors were spotted in logs, please respond to svn if you can fix it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1447 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 09:26:36 +00:00
rastaf.zero@gmail.com
b58e465bbe Shitton of bugfixes related to bryteloss/fireloss.
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
2011-04-15 07:41:19 +00:00
tronaldnwn@hotmail.com
2a1818cc93 PDA carts:
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
2011-04-15 00:57:43 +00:00
noisomehollow@lycos.com
e55521799a #Fixed all known bugs with ninja voice.
#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
2011-04-14 18:20:20 +00:00
rastaf.zero@gmail.com
ad6a6e42aa Penlight fits in medical belt.
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
2011-04-14 03:52:09 +00:00
rastaf.zero@gmail.com
ced6e003b6 Added sanitize() to freeform-like AI law modules.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1441 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-13 14:54:30 +00:00
rastaf.zero@gmail.com
8170e9e260 A Big Kitchen Update.
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
2011-04-13 14:27:29 +00:00
noisomehollow@lycos.com
280bb7db4c #Fixed a few items not being examinable when on the hud.
#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
2011-04-13 01:57:35 +00:00
noisomehollow@lycos.com
74d1c3600e #Fixed swat armor from previous commit, oops.
#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
2011-04-12 04:26:29 +00:00
noisomehollow@lycos.com
7b280b791a #Fixed ninja teleporting. It will not blackscreen when Phase Jaunting near the map edge.
#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
2011-04-10 22:41:23 +00:00
rastaf.zero@gmail.com
ae1d99ee73 Almost all chemicals sould heal and harm humans and non-humans properly.
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
2011-04-10 20:57:42 +00:00
n3ophyt3
63f86a27d0 Armor that is defined to cover the hands/arms/legs/feet now actually protects those bodyparts from toolboxing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1418 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 18:03:44 +00:00
n3ophyt3
f6620d08b1 Tweaked welding:
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
2011-04-07 01:30:39 +00:00