traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the
different faction datums. They don't do anything yet.
- I completely ported mob/var/mutations from a bitfield to a generic list.
Mutation enumerated-identifiers are added into this list. For instance, TK = 1,
COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise
operations could not actually be used after a certain size (because BYOND is
stuck in the 16bit era).
- I've added in completely-functional nano-augmentations. Check under
implantnanoaug.dm for a list of implants and implaners. As mentioned previously,
they are completely functional but may be slightly OP. Among these nanoaugs are
Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer,
Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't
go into detail as to what they do, but hopefully they should be self-
explanitory. If not, check out their descriptions in the file previously
mentioned.
- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg
file.
- New telecomms bus mainframe sprite, thanks to WJohnston.
- New holdable shield, sprites courtesy of Muncher (i had to mangle the side
sprites because of a technical little issue. I'll change it back to the original
soon). It can be retracted and expanded. Probably only going to be given to
traitors.
- A couple of minor bugfixes here and there, along with some code tidying.
Hope this isn't too large a commit. I intended it to be MUCH larger, but I've
decided to split up my Traitor Factions expansion into smaller commits.
Revision: r3692
Author: vageyenaman
Replaced engineering rig suits with sexy new environment suits, sprites courtesy
of Baystation 12.
Fixed Erro's backpack derp- backpacks are wearable once again.
Added a obj/structure ex_act(), blob_act(), and meteorhit().
Made gasmasks block visibility of glasses and ears.
Fixed being able to wear plasma tanks on your back.
Fixed the gas mixer sprite not lining up with horizontal pipes correctly.
Removed a bunch of pointless text()s from a few files. I was going to get rid of
all of them, but I gave up after a while. Most of the diffs are this.
Revision: r3662
Author: petethegoat
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()
runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")
Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm
Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.
All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.
Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: elly1...@rocketmail.com
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work.
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.
Effects contains objects which are either landmarks, triggers, spawners or decal.
Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG
I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory. Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 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
Guns:
The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!
Miscellaneous:
I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
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
Assigned categories to assorted verbs that lacked them. Commands tab is now more or less gone. Instead, things are in "IC" for things like say, whisper, me, that are inherent to you, "OOC" for things like OOC chat, and "Objects" for verbs originating from the world around you. I suppose for those non-admins in the audience, you now also get an "Admin" tab, because I stuffed adminhelp and adminwho in there.
This change was only to verbs defined as verbs in the code, procs that are assigned to things as verbs are far more numerous and harder to isolate, but also mostly admin-related.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1234 316c924e-a436-60f5-8080-3fe189b3f50e
- mass control all air machines in area (5 modes)
- adjustable alarm thresholds
- air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
Syndicate shuttle was moved from its own empty z-level to centcom z-level and surrounded by massive unbreakable wall.
Mining was moved to z-level 5.
Removed 3 unused z-levels, that should reduce lags, especially during startup.
Experimental AI asteroid was removed.
Unfinished medibot re-added to the derelict.
Added button for blast door in atmospherics.
timer/igniter assemblies in toxins now work.
Population of crowbars in the Crowbarland was cut down.
Added singularity telescreen.
Engine storage expanded.
Fixed some runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1081 316c924e-a436-60f5-8080-3fe189b3f50e
- Players can modify operation permissions of newly constructed civilian mechs. Click on mech with ID card or PDA with ID inside.
- Added robotics access to default mecha maintenance permissions (all mechs) and operation permissions (civilian models only).
- Fixed double adminlog message of explosion proc.
- Fixed accidental mecha wreckage deletion.
- Tweaked mecha internal fire processing.
- Added some mecha-related sounds.
- Moved GaussRand to helpers.dm and added GaussRandRound helper proc.
- Other small changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1023 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
Monkeys no longer deathemote when gibbed.
Added a Coder/Host level debug verb that forces the master_controller to run its process() proc. Pressing the button while the master_controller is already process()ing is not advised.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@978 316c924e-a436-60f5-8080-3fe189b3f50e
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time.
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid.
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.
General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e