Commit Graph

831 Commits

Author SHA1 Message Date
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
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
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
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
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
uporotiy
0869957cae Hydroponics
Hotfix for ckey of ghosting corpses not transferring. Tweaking longevity and growth speed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1512 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-30 19:31:46 +00:00
uporotiy
015452056b Hydroponics
Replica pods are now available for growing. They're limited to 3 seed packets, take 10 minutes to clone a human by default (ie if you don't breed them) and have a 70% chance to grow a plantman instead of a human (again, by default). To make the pod clone a human, you merely need to inject the seeds with his blood. Then, if he's dead by the time you harvest the pod plant, you'll clone him, otherwise it'll be an inert clone. Planting the seeds without injecting them with dna allows you to breed them so they're better, as they always result in one seed packet on harvest if there's no dna.
 Map
Added an easter egg. Moved Kingston's cup to medbay.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1509 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-30 14:06:41 +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
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
tronaldnwn@hotmail.com
a2d77b8511 Suits:
- Suit properties are better organized (so they can be clearly/ quickly read and edited).
- Fat People can wear All robes, lab coats, aprons, suspenders and the hazard vest.
- Radiation suit has a heat transference of .30 now, 1000 protective temperature, gas transfer coefficient of 0.90. Reason, it may be made with lead, but it isn't a fire suit that also has radiation protection.
- Chef Apron has heat transference and permeability at .50. Reason, it will make it slightly harder to heat up, and it keep you from getting sick better than wearing nothing to shield you from germs.

Just minor little tweaks, nothing important overall. Unless you enjoy being a fat doctor or chef a lot.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1496 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-24 02:21:43 +00:00
baloh.matevz
a1cfe1bd7b Dangercon 2011 update:
- I agree that setting up as engineer is a pain, so engineers will now start out with a utility belt with everything from a mechanical toolbox in it (except for the analyzer) and a piece of wire in it. For the moment this spawns in their hand due to traitor assignment requiring the PDA to be in the belt slot.
- Engineers now also spawn with a hardhat on
- Hardhats removed from engineers lockers
- A hardhat has been placed on the rack with the fire suit for a HoP-assigned engineers.
- Utility belts on the racks reduced from 6 to 2
- Placed two empty syringes in hydroponics
- Deleted all blob spawns and placed them again in hopes that they actually cause some damage now...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1492 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 19:08:19 +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
baloh.matevz
7753a031dd Added HoS (58), HoP (57) and CE (56) access levels. The HoP level applied to the HoP's locker, the CE access level applied to CE's locker and office door, the HoS' access level applied to HoS office door and locker. Each of these heads spawns with only their own access level:
Consequences:
- They cannot enter eachother's office (Except for HoP's office, which retains heads/bridge access)
- They cannot steal eachother's stuff so easily
- The borg blowing console is safe from the HoP's ugly fingers
- The hypospray is also safe from the HoP's fingers. (Both only until he grants himself full access, obviously)

- Commit includes commented out ion storm code and not-commented-out ion_act procs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1485 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-22 10:25:47 +00:00
rastaf.zero@gmail.com
9b2e9c3420 Fixed bugs:
Players now cannot rejoin the game if their mobs were gibbed/burned while they were disconnected.
Cremating/gibbing for meat now counts as death with triggering log records, gamemode checks, sql reports, etc.
Fixed some bugs with enabling verb ghostize().
Fixed bug with DNA Machine popping out from the protolathe.
Fixed bug with tuning RSD.
Added juicer:
	berry -> berry juice
	banana -> banana juice
	tomato -> tomato juice
	carrot -> carrot juice
Bug your botanists for getting better potence for more juice.
Juicer can be pulled, chef can give it to barmen or botanists.
Blender changed a bit:
	tomato -> ketchup
	corn -> corn oil
	soy beans -> soy milk
	any food -> nutriments and contained reagents.
Sound for the juicer found at http://www.freesound.org/samplesViewSingle.php?id=98053, edited by Nikie.
You can eject ingredients from the microwave. However, you cannot get back your reagents, they will be lost and can make microwave dirty.
Essence of Banana was renamed to Banana Juice.
Added Carrot Juice. Heals eyes much slower than imidazoline.
Carrots now contain imidazoline (however, carrot cake contains more imidazoline).
Potency for peppers, tomatoes, carrots and druggy mushrooms should work now.
New cocktail "Bahama mama": 2 rum,  2 orangejuice, limejuice, ice.
Changed recipe for soy sauce: 4 soy milk + 1 acid.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1477 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-20 14:44:13 +00:00
tronaldnwn@hotmail.com
2f0ca2b40e Yes, I forgot the final tie that mangled medical and research together.
I speak of the research director's head set having a medical channel. It is removed now. The RD hasn't been a medical staff member for a long time now, BECUSE SHE IS A RESARCH DIRECTOR! She is not the CMO.

Now then. As it stand now from my two radio headset updates:
- Medsci personnel have medical and science channels.
- Roboticists have a science channel.
- The RD is now focused on the science channel, so she can keep better tabs on the various people she is Directing, for research.

All the research departments can talk to each other now, and say things like "Chemist, bring some acid to robotics" or "Chemist, set some acid out for R&D" or "Hey R&D, I need some mech boards".

So yeah.

RD looses medical channel on her head set.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1475 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-20 06:21:50 +00:00
tronaldnwn@hotmail.com
9da4bf5c63 Radios:
Beacon - gives slight blue space research.
Heads sets -
> CE - Removed mining channel, they really didn't need it.
> QM and HoP - Added back their mining channel, as they DID need it.
> HoP - starts with Security channel turned off, and mining channel turned off (only cargo bay and command are on)
> NEW MEDSCI HEADSETS! Has medical and science channels.
> Robotics - Now has science channel (for the RD to yell at them).

Jobprocs:
Medsci heads sets given to chemist, geneticists and virologists. So they can now be bugged by the RD and other research folks.

Research Designs:
- Removed Gold and silver picks (I do recall Neo saying they didn't make any sense, but he made them just so there would be layering between normal picks and diamond picks).
+ Added Sonic Jackhammer, drill, plasma cutter, and diamond drill.
+ Added tracking beacon, it is a blue space items.

Modules Robot:
Updated due to jackhammer update in mining.

Mining:
Jackhammer - renamed Sonic Jackhammer (due to using silver wiring, which is used in harmonic electronics).
+ Mining Drill - It is the same speed as jackhammers, but is a drill and made of different stuff.
Plasma cutter - Changed tech requirement and dropped the speed to 20.
Turbo Drill - renamed Diamond Mining Drill, has a dig speed now of zero (meaning it makes walls just crumble). Costs a lot of materials and is decently difficult to research.

Sprites:
Diamond mining drill, for the item of the same name.
Jackhammer is redesigned to fit its new name.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1473 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-19 05:21:30 +00:00
rastaf.zero@gmail.com
ef23794506 Fixed runtime error with changeling gibbed by alium larva.
Added sanitize() to naming the buffers in DNA machine and to alien whispering.
Added 0.5 sec timeout for BANG BANG.
Added drinking glasses to the Dinnerware vending machine.
Update from Nikie:
Verb Reload Admins rereads admins.txt
Parameter sql_enabled in config. Prevents spam when sql is not installed.
NOTE FOR HOSTERS: it is currently ON in code (i.e. behavior is unchanged yet), you have to add SQL_ENABLED to your config.txt during next week. Thanks for your attention.
Fixed "Delay" command.
Messages for help intent are gender-aware now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1463 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 18:09:30 +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
morikou@gmail.com
6809b02dfd Glorious Return Update:
- Adjusted OnConsume proc in food so that it occurs before the check to see if the item is finished (so that you can do triggers whenever you take a bite rather then only when it's completely eaten). Adjusted existing food items so that they still work the same.
- Eating popcorn now has a random chance of having the user accidentally bite on an un-popped kernel. This doesn't do anything other then give the user a message though.
- Kabobs now return the bar used to make them.
- New atom flag: NOREACT. Reagents stored in objects, mobs, and turfs that have this flag do not react. Right now, only the microwave and mobs have this effect (only mobs had this effect before). It's intended to simplify devices that use reagents. ADMIN NOTE: You can remove this flag from people if you feel like being a dick.
- NOREACT flag automatically gets removed on death. (Commented out for now)
- Removed a flag on certain mobs that wasn't actually doing anything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1459 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 02:02:24 +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
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
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
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
polyxenitopalidou@gmail.com
caabcf0820 •Voidpacks now work, and have sprites for every itemstate.
Simple "if" structure added in the toggle-jetpack verb to check the type of the suit. It's friendly to any addition of new jetpack types. I'll be including those re-sprited suits soon.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1423 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 23:39:22 +00:00
bizarre.babel@gmail.com
162014c7f9 Fixed the missed line with captain armor slowdown.
Plasma ore sprite, refined plasma ore sprite, and proper silver ingot sprite added thanks to matty.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1422 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 22:12:46 +00:00
bizarre.babel@gmail.com
7ed25f4619 New unique space helmet for the captain.
Captain armor changed as per request.
Captain armor capable of acting as a space suit.
Captain helmet placed on map in Captain's quarters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1416 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 09:22:22 +00:00
tronaldnwn@hotmail.com
75215318c6 Did some minor work on the void jet packs, they still aren't done yet.
Silly me forgot to add (src.loc) at the end of the prize things, after the whole map fiasco (and me needing to copy over file from my old folder to a new one).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1396 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 17:03:02 +00:00
tronaldnwn@hotmail.com
95f30cf5b8 Ahem...
Glasses: 
Added Optical Material Scanner - A gimmicky item that lets people see ALL OBJCECTS, even if hidden by turf.

Storage:
Added dice pack - one d6, one d20 (will add more once I add more Dice types).

Toys:
Typo fixes.

Cigarette lighters:
Zippo - Made the lighting message gender neutral.
Match - Made the lighting message gender neutral.

RSF:
Provides new items - Dice packs, pens, and cigarettes

Human life:
Made the Optical material scanners work to see objects.

Robot Modules:
Servicce borg - Has a lighter now (which will be modified soon so people can light other people's cigarettes).

Icons:
Night vision goggles slightly modifies to have a space for the nose of humans to stick out.  The item state changed a bit out of the place holder status.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1386 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 22:53:46 +00:00
uporotiy
be85fc280d Object Spell System v1.0
It is now fully implemented, though I might continue work on it (especially with all the bugs no doubt present in the code). To turn on wizards spawning with an spellbook that gives object spells as opposed to verb spells, uncomment the FEATURE_OBJECT_SPELL_SYSTEM line in config.txt
For the end user, the vanilla (without spell var editing) wizard, the only two differences are having to click spells to use them (not being able to right-click stuff and cast spells that way or type them in the command line) and having a nice little countdown for a spell's recharge time.
 Changelog
It is now less horribly blue on white and more nicely black on white.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1381 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 20:34:41 +00:00
tronaldnwn@hotmail.com
6fb2e86a5c The fake syndicate suit can hold toys in its suit storage.
Cap guns can be recycled like cap gun ammo boxes. So once you empty your 14 shots, toss the gun and box in the autolathe for 10 metal and 10 glass points a piece.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1380 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 16:25:52 +00:00
tronaldnwn@hotmail.com
777e40b782 Arcade prize update:
Arcade prizes are now looking VERY REAL (as both of the head coders wanted them to look real again).

Toy E-swords sound real when you turn them on/off.

New toy! The replica red spess suit! Great for costume parties, not great for keeping security from chasing you down the hall, or space travel. Made of real plastic!

Now no one can bitch about the Ai satilite's teleporter suits. `~`

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1378 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 13:31:03 +00:00
bizarre.babel@gmail.com
195f2d9b25 See last update text. I goofed and did the commit command at the wrong level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1375 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 10:12:37 +00:00
noisomehollow@lycos.com
bb46286e6b Reverted ninja stealth so it works again.
Ninjas now explode when they die.
Ninja mask obscures speech (garbles text) if the voice modulator is not set to mimic voice.
Ninja hood makes one not trackable by AI if worn, much like the agent card.

Certain obj/item/clothing items (canremove=0) will not be removable by normal means. Currently only set for ninja stuff and the suicide vest. The suicide vest might explode if active and someone tries to strip it off a person.
Removed heat protection from black shoes. Not sure why it was there.
Removing a mask from a monkey via text window will now properly give a message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1370 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 02:15:19 +00:00
tronaldnwn@hotmail.com
fa416ce777 Broborg and Service borg are fused into one robust little critter.
Broborgs commented out.
Service borgs lose paper and spacecash wad.

Service borg gets an RSF. Rapid service fabricator, with three setting that work on simulated (normal) floors and tables:
1. Creates a wad of 10 Credits (because humans like dosh). Drains 200 each use.
2. Creates a drinking glass (to fill beer into). Drains 50 energy each use.
3. Creates a Piece of paper (for writing). Drains 10 energy each use.

The malfunction lockers use new, robust (read as slightly nerfed), 2001 a Spess Odyssey spess suits. (Due to voting results)

No 2001 jetpacks though, as they don't have item states.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1369 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 20:10:34 +00:00