Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)
Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.
Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted
New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
- You can now simply wear a gas mask (or internals with a breath mask) to be completely immune to smoke, provided that you're wearing a full bio suit.
- Nerfed pacid and sulphuric acid a bit. Sulphuric acid is a lot less potent now, and requires large splash-dosages to actually burn peoples' faces off.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2048 316c924e-a436-60f5-8080-3fe189b3f50e
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker
After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
Explosions will delay a bit longer before allowing powernet rebuilds.
Removed the Ionstorm Command reports at Urist's request, he said he would add something later.
Added dust storms to meteor mode.
Fixed most of the runtimes in the latest log.
Wizards mind_transfer now needs his robes, this prevents the constant body swap mess.
Z 1 lost all of its areas sometime in the last two revs. I think I got everything back in place but would not mind if a mapper took a look.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2037 316c924e-a436-60f5-8080-3fe189b3f50e
- A new /datum/reagents proc called copy_to() works like trans_to() except that it "copies" reagents instead of transferring them.
- Modified all breathing mobs to support inhaling chemical smoke reagents.
If you are a-hatin', please leave all your hate in this revision page. This is a very significant game change, and to be honest I only briefly mentioned it over IRC a couple of times (however the idea was positively received).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2033 316c924e-a436-60f5-8080-3fe189b3f50e
Flashlights
Cigs/lighters
Solars
RCDs can no longer build airlocks on doors
Airlocks now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.
After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
For those too lazy to read the thread:
Vending machines now have a switch inside the maintenance panel that when flipped, turns off those pesky advertisements.
A bunch of unused delivery locations have been removed.
You can no longer attack yourself with that bag of cheesie honkers you just finished eating from. Mining Satchels and trashbags now default to picking up everything on one tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2027 316c924e-a436-60f5-8080-3fe189b3f50e
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally
Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
tl;dr is that instead of being a single object, power armor now has component objects, which determine how good it is at things. They are still a work in progress, lacking a way to actually construct them and such. That said, there are adminspawnable sets. One is more or less what the old power armor was, sans a runtime error that was causing it to be immune to everything, the other is an adminbus set that is genuinely immune to everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2023 316c924e-a436-60f5-8080-3fe189b3f50e
- Retrovirus is now curable. However, unlike most viruses, when it infects a host it generates a random cure. This cure can be either Ryetalyn or rest. For good measure, a doctor should prescribe Ryetalyn AND send them to the recovery room for rest.
- Fixed a crash in the seeds crate that would result in the crate only having berry seeds. A small typo.
- Fixed some grammar.
- Cloning people should now transfer their UI preferences onto the clones.
- Portable Artificial Intelligences should now properly be able to use the messaging software. They generated some odd runtimes caused by normal PDAs not recognizing pAIs in the PDAs list.
- Hopefully, I made equipping and dropping items a bit more responsive.
- As a result of the fix above, the item duplication bug (two people pick an item up at the same time) should theoretically not happen anymore. When I mean theoretically, I mean I have no way of testing this for sure.
- Cleaned up some of Deuryn's code in a previous revision.
Miscellaneous:
- The Cold can now be cured if you're just laying down, although actually sleeping will greatly increase your odds of curing it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2016 316c924e-a436-60f5-8080-3fe189b3f50e
Laser Cannon:
After IRC talk cost went up by 2k diamonds and 1k glass
Heavy version removed as it was more or less the same as the normal
Cargo:
cancelorder commented out as it is broken and throws runtimes. I don't really have the time or will to dig though the code and fix it right now. If anyone else or the guy who added it wants to fix it be my guest.
runtime error: Cannot read "/datum/supply_order".object
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2009 316c924e-a436-60f5-8080-3fe189b3f50e
AIs now have a 50% chance to actually get the sender correct if they intercept a PDA message.
Moved Paint and DNAInjectors into their own files
edit_player renamed to show_player_panel
Cleaned up the grille code a bit
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2007 316c924e-a436-60f5-8080-3fe189b3f50e
Lowered the break prob
Added eyescrewdrivering, debraining to the attacklog
Added BoH blackholes to the gamelog and admin messages
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2005 316c924e-a436-60f5-8080-3fe189b3f50e
This is the result of 15 minutes of work after a brief mIRC complaint by Kor, then a discussion. Feel free to criticize and after enough negative votes I could remove it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2001 316c924e-a436-60f5-8080-3fe189b3f50e
Flamethrower construction code cleaned up.
Signalers on doors should work fine now.
Changelog Updated.
Weapons:
Xbow radiation has been lowered from 100 to 20 and it has a 5% chance to do no rad damage
Admin:
Attempted to clean up the code a bit
Commands Removed/CommentedOut:
air_status, radio_report, toggletintedweldhelmets, modifytemperature, givetestverbs, restartcontroller, fix_next_move, Cell
Renamed:
edit_memory - show_traitor_panel
un\stealthadmin - show/hide_verbs
Cargo:
Engineering crates cost 10 and contain: 1 mechanical toolbox, 1 electrical toolbox, 1 glove, 1 toolbelt, 1 vest, and 1 hard hat.
PowerCell crates cost 10 and contain: 1 electrical toolbox, 2 wire coils, 2 power cells, and 1 high power cell.
Water/Fuel tank crates cost 15 and contain: 1 water tank and 1 fuel tank.
Cyborg:
Fixed the open cover icons
To override a cyborg's laws you must emag it when the cover is open
Emags can now unlock the cover
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1995 316c924e-a436-60f5-8080-3fe189b3f50e
-Singularity beacon now costs 7 points instead of 3. This is due to the item being EXTREMELY powerful, being released every round, and still allowing players to pick up one or two other good items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1994 316c924e-a436-60f5-8080-3fe189b3f50e
- Security cyborgs' handcuffs now act as dispensers. This means they no longer transfer to the target when you attempt to handcuff them, instead, it creates new handcuffs and attaches them to the target.
- Cyborgs can no longer put their module items onto people.
- People in the starting screen can no longer see/hear admin dead-chatter.
- Fixed some bugs with cyborg modules not deactivating properly in the HUD if you lost power or got locked down.
- Final fix for Metroids.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1986 316c924e-a436-60f5-8080-3fe189b3f50e
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
Made it so the last exclamation mark when a silicon player exclaims something is not filtered out.
Removed xenomicrobes and wizarditis from metroid core reactions. Replaced xenomicrobes with Retrovirus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1967 316c924e-a436-60f5-8080-3fe189b3f50e
The item strip window will no longer steal focus and refresh every second.
PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest
Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
- Their AI has been fixed. Previously, when they began "starving" they would lock up when they located a target. This was because I was only allowing Metroids to attack people when they were only attacked themselves.
- Small stun time added to wrestling Metroids off or beating them off with objects.
- You should now not be able to enter mechas, cryos and sleepers if you have Metroid on your head.
Cargo:
- You can now cancel cargo orders.
Miscellaneous:
- Manifests no longer show "unassigned" for everyone on round start.
- The manifest is updated realtime, in that when new arrivals arrive or a job is changed, the information gets passed onto the central database.
- New arrivals now generate security records, medical records, etc. Jubilations!
- I, perhaps, have increased the efficiency of the reaction system. Preliminary tests confirmed that it's slightly faster, but I worry about whether I may have ruined someone's vision of a perfect multiple reaction system. This "change" is nothing more than adding a break; line to the end of a loop. If this proves too buggy, I'll just revert it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1952 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!
Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.
Sounds:
I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
-Shotgun crate removed
-Upped prices of some weapons crates
-Shotgun ammo can now fit in pockets
-Buffed beanbags/rubber bullets because they did literally nothing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1939 316c924e-a436-60f5-8080-3fe189b3f50e
- Laser cannons / Heavy laser cannons should now not be all mixed up.
- Fixed a bug where the station heads and security crew could be revolutionaries and cultists on game start.
- If you somehow drop the "Off Hand" that appears if you equip a fire axe, it will be deleted. No more silly "Off Hand" items lying around the station, yay!
- If you threw a fire axe when it was wielded, it would would stay wieled.
- Metroids should now, theoretically, not be able to phase through thin windows and glass doors. There's probably still going to be some Metroids phasing through thin glass doors if the right circumstances are met (BYOND pathfinding problem, will eventually migrate Metroid pathfinding to SS13's A* system.
- Fixed up some of Firecage's half-assed sprites. The decloner projectile in specific.
Misc:
- Portable turrets can now be equipped with EVERY (except the "plasma gun" because it's stupid anyway) energy gun possible. I want to see laser cannons turrets, emagged energy crossbow turrets, and shock revolver turrets, people!
- The decloner is no longer called "decloner" because that term really doesn't make any sense anyway. Does it imply that everyone in existence is actually a clone? While that does sound kind of cool, it's actually pretty stupid, so I changed the name but kept the path type "/obj/item/weapon/gun/energy/decloner".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1936 316c924e-a436-60f5-8080-3fe189b3f50e
-Combat shotguns must be pumped for every shot
-Security combat shotguns have a max of four loadable shots
-Combat shotguns removed from the map
-Beanbags now autolathable without hacking it, lowered metal cost for shells as well
-Beanbags fixed to knock players down
-Made armor crate only give you two vests and two helmets (regular)
-Added experimental energy weapons crate, contains two pairs of laserproof armor and two energy guns
-Added ballistic weapons crate, contains two security shotguns and two pairs of bulletproof armor
-Shotgun crate for QM, provides one loaded shotgun and two extra beanbags
-Beanbag crate for QM
-Energy crossbow now has a w_class of four (not the mini one)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1934 316c924e-a436-60f5-8080-3fe189b3f50e
Admin changes:
Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.
Gloves:
You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.
Bugfixes:
Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.
I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).
Chemistry:
Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him!
In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.
Have fun with that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e