Cult mode update:
Arcane tome now has a "notes" option. Set English translations for runewords which come up when scribing runes.
Attack an arcane tome with an arcane tome to copy your notes to the target tome. Totally copied the idea of minecraft maps. No syncing though.
Stun rune buffed considerably. Its a 1-use item so it deserved more power.
Tome text: Added missing description for stun rune.
I failed to implement some interface/additional check shit so you might want to check out commented parts of the code. At least it compiles and doesnt spam runtime errors.
Too frustrated and unskilled to do it on my own. Figuring the way those HTML windows work has been hard enough already.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1669 316c924e-a436-60f5-8080-3fe189b3f50e
Instead of being a var-edited singularity (which ends up following the normal singularity rules), narsie is now a child object of the singularity, with modified code to prevent it from doing things like changing size or getting exploded by R&D throwing a bluespace backpack into it.
Unless someone beats me to it, I'll probably make it follow cultists/ghosts instead of randomwalking at some point.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1621 316c924e-a436-60f5-8080-3fe189b3f50e
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
New rune! Stun rune. When used as rune, briefly stuns everyone around (including cultists). When imbued into a talisman, hit someone to stun and briefly mute them. Spawnable with the starter talisman.
Imbue rune doesn't disappear after succesful invocation, only the source rune.
Chaplain's bible now has 20% chance to convert a cultist (was 10%), and gives a message on success.
Lots of typos and errors fixed in the tome text.
Wrapping paper added to mailroom.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1584 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the Vacant office over by arrivals.
Merged Mail Sorter and Cargo Tech.
Cargo Techs now spawn with Mail Room access.
QM now spawns with Mail Room access.
Commented out the lockreset, lockenable, woodhit and pianocrash audio files from the respective lockers and piano smashing. It was causing compiling errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1547 316c924e-a436-60f5-8080-3fe189b3f50e
•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
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
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
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
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
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
Enabled adminlogging of using robotic console.
Some admin messages are duplicated to log file now.
Fixed bug with ghosts sometimes not hearing people.
WIP stuff from Nikie:
a sprite for detective's armor
an alternative sprite for SWAT armor
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1391 316c924e-a436-60f5-8080-3fe189b3f50e
- plain cake
- cheese cake
- carrot cake
Note: whole cakes now have more nutriments than before.
New sprites for bread (not for slices yet).
Xenopie also has its own sprite.
Code:
The final fix for examining of snacks.
Fixed some runtime errors in cult.
Fixed possibly infinite recursion during generating intercept report. Maybe that was caused crashes during monkey mode.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1223 316c924e-a436-60f5-8080-3fe189b3f50e
You can read the tome, it contains a guide how to make and runes.
2 nearly redundant runewords removed. Runes using them changed to use different words.
Communicate rune is now possible to imbue into a talisman.
EMP talisman now works. Blame Darem for breaking it with his new empulse proc.
Changelog updated with this and my previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1099 316c924e-a436-60f5-8080-3fe189b3f50e
Some bugs fixed.
Converting people doesnt give new words anymore.
Sacrificing people does. You can sacrifice a living person, a dead body, an alium or a monkey. 3 cultists must chant together to sacrifice a living person, but the chances to obtain new word are higher when you sacrifice living humans.
Also putting berry joice in a glass now works properly, instead of making it a "glass of...what?"
Highly untested, so come revise this and try to find any problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1069 316c924e-a436-60f5-8080-3fe189b3f50e
- New "empulse" proc. Works similarly to "explode" proc. It triggers the "emp_act" proc on everything within range. emp_act are effects similar or identical to the effects of the emp grenade. Any major changes to emp effects listed below. Note: EMPs now affect items in your backpack.
- New admin right-click command: EM Pulse. You can create an empulse at the desired location with a size you choose. Similar to Explosion command.
- disable device spell, emp grenade, and disable tech rune all use empulse now.
- New "disable device" spell datum added.
- EMP'ed gas canisters no longer drain the station of power.
- When a borg is EMP'ed, all objects in their module get their emp_act proc triggered.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1018 316c924e-a436-60f5-8080-3fe189b3f50e
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
As a side effect, I had to add some ex_act() procs to things because the rods kept getting stuck on them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@941 316c924e-a436-60f5-8080-3fe189b3f50e
- Cultist stuff. New words and runes.
- Runes condensed into one file rather then split among many.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@882 316c924e-a436-60f5-8080-3fe189b3f50e
Didn't feel like digging into the DNA code to find the cause of one of the errors I got sent, if anyone feels like taking a crack at it:
runtime error: list index out of bounds
proc name: updateappearance (/proc/updateappearance)
source file: dna.dm,257
usr: Walter Bishop (/mob/living/carbon/human)
src: null
call stack:
updateappearance(Walter Bishop (/mob/living/carbon/human), "0FF0000660FF000066DC0000000000...")
Walter Bishop (/mob/living/carbon/human): Transform()
What I know: He was a changeling transforming between DNAs, apparently he somehow got a set of hair DNA that was literally off the charts for determining what hairstyle it was
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@781 316c924e-a436-60f5-8080-3fe189b3f50e
Made a bunch of other things acid proof. Bullets, lasers, runes, etc.
Aliens should no longer emote as male when they are gender neuter. Or maybe plural, who knows.
Tweaked respawn character verb. Hopefully it'll work on the live server now.
Minor Strike Team fix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@689 316c924e-a436-60f5-8080-3fe189b3f50e
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
Chaplain can now hit floor with his bible to reveal hidden runes in small radius around him.
Tweaks to cultist game mode:
Words that arent commonly used are never revealed to cultists on game start.
Game aborts if there are less than 3 possible cultist players (used to need at least 1, and it sucked because of not enough word knowledge.
Small bug fixes and more flavour/explanation text for some runes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@559 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed rune 4 not counting the cultist in the middle.
-Expanded the explanation of a cultist objective.
-Moved the "midis" setting to client, so it carries over when you ghost/robot/alien/etc.
-Little extra something for Host level admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@374 316c924e-a436-60f5-8080-3fe189b3f50e
-Added an energy cutlass and made a pirate version of the space suit in preparation for a later nuke update.
-Changeling now ends 15 minutes after changeling death, unless he's ressurected.
-Further fixing of wizarditis teleporting into space.
-Fixed the wise beard sprite.
-Fixed missing sprite for monkeyburgers.
-Fixed Beepsky automatically adding 2 treason points to EVERYONE.
I believe that's everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@365 316c924e-a436-60f5-8080-3fe189b3f50e
-Sleepers and disposals now require two seconds to climb inside
-More random laws
-Fixed changeling random amount of genomes needed for the objective
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@359 316c924e-a436-60f5-8080-3fe189b3f50e
Wizards now shout a spell when they're casting - not corresponding to the spell itself, though, it's a placeholder until granny finishes his voice acting.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@336 316c924e-a436-60f5-8080-3fe189b3f50e
Made rune 1 connect all runes of the same key.
Made rune words random.
Cultists now get a tome (if the admins are generous) and a word at the moment they're made cultist.
Added admin tome, making runes without need to search words.
Added "check words" verb for admins.
Removed travel rune at the derelict, doesn't work with random words, or at least I couldn't make it work. Will work on it tomorrow.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@267 316c924e-a436-60f5-8080-3fe189b3f50e
Cultists can't convert nonhumans and you can't SE inject anyone who's not a human or monkey now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@261 316c924e-a436-60f5-8080-3fe189b3f50e