Soul Stones can now capture Shades (which heals them)
Soul Stones capturing a soul will now be imprinted with that shade, and be unable to capture new souls/other shades
Added ectoplasm object/sprites. As of now it has no uses.
Shades now delete on death and leave ectoplasm behind.
Soulstones can be bought with the wizards spellbook (as a set of six) and from the cultist supply talisman.
The Chaplain has a single soulstone in his office (mostly for testing/so it will get used often and I can get feedback)
Speaking of items on the map for testing, Reactive Teleport Armour no longer spawns in the RD's office (because Urist will murder me if I have to retarded test items out at once)
Removed some no longer needed code regarding soulstones from the suicide verb.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2821 316c924e-a436-60f5-8080-3fe189b3f50e
DISCLAIMER: I make no guarantees that these will work without problems (or even crashing the server). There are several issues with machines due to sanity checks assuming only 100 units is the max a beaker can hold. These are for testing purposes. Use at your own risk. I plan to include every reagent in the game eventually as well as standard 50 unit beakers for non-testing use.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2817 316c924e-a436-60f5-8080-3fe189b3f50e
Rotten meat is now named similarly to normal meat, but has a different sprite.
Cold room tweaked a bit more.
Kitchen juicer moved from the central table to the table below the microwave.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2816 316c924e-a436-60f5-8080-3fe189b3f50e
Malf overhaul, take two!
Waaaay back in the old days, I made it so malf AIs had to hack APCs to win, instead of just sit AFK for 45 minutes. Now I'm taking some more drastic action, to see what happens.
THE MALF AI NO LONGER SPAWNS ON THE AI SAT.
Instead of sitting in the AI sat hoping nobody notices your blatantly obvious hacking, at which point the 3 people lucky enough to have looted EVA get to have all the fun, you can now shunt your core processes into an APC you have hacked, and hacked APCs are only moderately obvious.
While shunted into an APC, the AI draws power from that APC instead of the one in their main core. If the APC loses power, the AI loses power as normal. If the APC they are in is damaged or destroyed, they are forced back into their main core. If the main core is inoperative at that time, they die. The AI is also capable of willingly going back to their main core. As long as the AI's main core is intact, the AI speaks out of its core, regardless of its current location.
I have tested as much of this as I could to make sure it is functional, but thanks to the game mode overhaul, I have been unable to run actual malf rounds on my test server, so I have had to cheat and set things to work in any mode for testing. As for actual round balance, there's no real way to predict how that shit'll change.
This is just the base overhaul, more changes will be forthcoming as malf rounds provide data on how the change performs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2668 316c924e-a436-60f5-8080-3fe189b3f50e
- Adjusts a few nutrient values for plants.
- Fixes the weird messages produced by Chantrelles.
- Nettles breaking has also been fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2666 316c924e-a436-60f5-8080-3fe189b3f50e