- fixed issue 88: monkeys now can play with APC.
- Silicon liveforms cannot use malfhacked APCs if they arent an AT who hacked APC or his slaved borgs.
Fixed issue 121.
Latejoiners got their backpacks back.
Fixed attack log.
Fixed ammo icons not showing in dreammaker map editor.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1720 316c924e-a436-60f5-8080-3fe189b3f50e
Contains a welder, a wrench, a crowbar, wirecutters, a screwdriver, a multitool and some cable.
Syndicates can now acquire a syndicate toolbox for 1 telecrystal from their syndicate uplink.
Singularity beacon crystal cost upped to 8 crystals. It was way to Overpowered a 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1716 316c924e-a436-60f5-8080-3fe189b3f50e
List of changes:
E-Guns are now back in the armory.
Shotgun is now back in the bar.
Medical and Security HUDs can now be constructed via R&D.
Fixed the spelling in the Autolathe board on the R&D console. It used to say "Atuolathe".
Added the colourful syndicate suits into the game.
Added the colourful syndicate helmets into the game.
Added Detective's armor using the detective's armor sprite.
All tables on the map are replaced with the default instances since we have smooth tables.
Medical Anesthetic closets now spawn with medical masks instead of breath masks.
Detective's armor spawns in forensics lockers.
Finally finished the cyborg manual from a while back.
Many useless aesthetic wires removed to help reduce lag.
Two sleepers located in medbay lobby.
EVA racks now spawn with breath masks instead of medical masks.
Engineering RIG racks now spawn with breath masks instead of medical masks.
Three copies of the Cyborg Manual are located on the map. One in the RD's office, one in robotics
and one in the CE's office.
The Atmospherics mix tank now starts with no air inside. So that now you no longer have to drain the
air before mixing gases.
Added in some icons for new possible chemist, virologist, geneticist and scientist jumpsuits.
Coded in those jumpsuits, they aren't used anywhere yet though.
Added in a new lawyer's suit.
Added in a new suit jacket for the lawyer. Can be buttoned up or unbuttoned using the command under
the "objects" tab.
Added in a sprite for a Riot Helmet.
Coded in a riot helmet and riot suit. Not used anywhere though.
Lawyer now spawns wearing his new suit and suit jacket.
Orange prisoner jumpsuit now has suit sensors forced fully on.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1711 316c924e-a436-60f5-8080-3fe189b3f50e
- you can now safely put guns on balse and in containers
- you cat beat people woth gun without shooting
- detective's revolver returned to his office.
- aliens now cannot use guns.
A bit of cosmetic changes to code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1710 316c924e-a436-60f5-8080-3fe189b3f50e
- after losing and restoring power air alarms had wrong icon.
- same for air vents.
- Latejoiners now get filled DNA entry in medical computer.
- Fixed rare bug with APC.
- Electrocuting while laying wires was made more consistent. Do not forget your gloves.
Borgs now can restock wires, glass and metal in recharging station.
Added logging of bagbombing.
Internal buffer in ChemMaster have volume 100 units.
Metalcrafting window improved.
Added Soviet soda vending machine to the derelict.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1705 316c924e-a436-60f5-8080-3fe189b3f50e
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.
#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
- All code is now standardized. No more copy-pasted code for each item individually.
- It is now possible to edit the following things with variables alone (ingame too):
- Storage slots number: Ingame HUD support for up to 21 items.
- Max w_class: the maximum w_class of items that the storage item can hold. Note that it will not be able to hold storage items of the same size as it is to prevent the stacking of storage items in eachother.
- Can hold: List of items that the item can hold (old)
- Can't hold: List of items that the item specifically can't hold. (Use in the same way as can_hold, not used at the moment)
- Syringe boxes are no longer listed as first aid kits. I don't think this will affect anything but who knows.
- The HUD interface for storage items is slightly changed. It's just the X button is positioned one tile to the right of the bottom-right-most tile. This is needed for the correct expanding of the HUD.
I THINK I applied all the changes to these settings for all the items that used copy-pasted and slightly altered code. If there are any anomalies anywhere, let me know. If you find any special attackby() procs that still remain, delete them or tell me about them. Thanks.
Also: I checked to make sure first aid bots and floorbots are constructable.
Also: Listing myself as Game Master in the svn copy of admins.txt so I don't have to do it manually every time I do a fresh checkout. I need this to access the mapping helpers and since it doesn't cause any effects to the game, I don't see any potential problems with this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1683 316c924e-a436-60f5-8080-3fe189b3f50e
#Added an icon helper procs library by Lummox Jr.
#Added more icon+overlay functionality by DarkCampainger. Both can be found under icon_procs.dm.
#Added continuous beam code by Gunbuddy to atom.dm. You can now create continuous beams of energy/magic/monkeys/whatever. For instance, pAI cords. It's really awesome.
#Like optical camo? Well I have good news. New stealth "graphic." May need some fine tuning depending on player/coder preference. It's also a little slow to change (due to update_clothing()). With that said, it's a lot cooler than what we had before. Check it out.
#Added the getIconMask() and AddCamoOverlay() procs for the above.
#Added animated satic filter icons by Koil to icons.
#New force wall and shield icons. Shield icons moved to effects.dmi.
#Changed up the abandoned mining station.
#Moved a few carp spawn points closer to the station. Added a few more.
Ninjas:
No longer spawn whoknowswhere like they did at times before.
Get a unique stealth graphic. Yup. Also, small chance of failure.
New energy net icon and effects. Energy net now uses the beam code mentioned above. It will now check for stealth.
Fixed some graphical icon issues with ninja suit. Added a female black jumpsuit to icons for this reason. Added icon directions to ninja effects.
Some more general code cleanup.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1664 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
#Ninja suit now supports pAIs. Further functionality will probably come from their development.
#Ninja suit can now replenish chemicals from beakers. Simply use a beaker on the suit and it will do the rest, if the beaker contains the right combination of chemicals.
#Draining from a wire is now done through clicking instead of a verb. There is no more delay to it.
#Ninja stars cost a bit more energy than before.
#Ninja suit will start initializing automatically (and quickly) when ninja spawned.
#Minor sprite fix for female ninja suit.
#Note: AI-related verbs for the ninja suit will be bugged until BYOND 484 comes out. Not a huge deal but worth noting.
#The has_reagent() proc will now return the reagent being checked for, instead of 1. Will return 0 if reagent is not found (or the amount does not match). Removed a duplicate arithrazine entry.
#AIs should now properly camera_cancel() when carded/physically transfered.
#Fixed a small menu display bug for AI cards. AI cards should now properly auto close their window when appropriate.
#AI holograms should now project above everything.
#Mal AIs can now choose to display an alternative (and awesome) sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1655 316c924e-a436-60f5-8080-3fe189b3f50e
-Various item have had their tech origins updated or added to.
-Items that just use metal or glass have their materials origin lowered
-Items that use more advance materials have their materials tech origin raised to equal the uncommon material.
Engineering Tech research:
-Engineering tech origin, because Materials tech origin is just for being able to manipulate rare/ new materials for production.
-Engineering tech field focuses on various engineering items, and will increase in scale as time goes on.
-Various items (especially tools and mech parts) use the engineering tech origin.
Mining tools update:
- Drills can dig up sand.
- Plasma cutters can cut down walls and girders, and set fire to thermite, and be used in the reinforced wall deconstruction stages in place of the welder.
- Diamond drills can drill though walls, and girders, and can drill through the plating of reinforced walls.
Tech Origin changes and Circuit boards:
-If it requires a special material to make, it now have a materials origin equal to that special material. General glass circuit boards do not require materials research.
-Engineering research should be applied (reasonably) to the board if it is a machine, computers should stick to programing (even if the computer is related to an engineering field).
-Still a work in progress, as always.
Last update:
-Shovel sprite is back to being a digging shovel in style, a scooping shovel is terrible at digging. I should know, I've dug many holes in my days, and a scooping shovel is terrible, and a spade head is much better.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1654 316c924e-a436-60f5-8080-3fe189b3f50e
Please note that whether or not you will see the actual object sprite is dependent on whether you can see the bottom or left tile. So you should test whether you can see it from all positions before you actually place it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1651 316c924e-a436-60f5-8080-3fe189b3f50e
Note for veyveyr: The vertical dmi-s are not made properly, they're 64x32 when they should be 32x64 and 32x128. Since you have the originals somewhere on your computer, I'd request that you make the dmi have vertical sprites as it's probably much easier to do for you than it is for me without the originals... cutting everything out by hand, ugh...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1647 316c924e-a436-60f5-8080-3fe189b3f50e
Monkeys have several bugs fixed on them, shooting them with weak bullet rounds now works! Also, fixed monkeys not showing being KO/ burned without having brute damage on them first.
New chemistry reagents. That'll be required for a upcoming update to chemistry when grinding up refined ore will get reagents or something. Silver, gold, and Uranium.
Bar drinks now have resulting units in mixtures equal to all liquids stirred in. No more 50 unit martinis from 30 units gin and vermouth anymore!
Map updates - Fixed a maintenance tunnel with no air. Updated Bartender spawn point (so you don't spawn on loading screen).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1626 316c924e-a436-60f5-8080-3fe189b3f50e
Anyone who puts the following segment of code anywhere OTHER than the initial object definition should be stabbed with a rusty knife!
/obj/machinery/door/
New()
//code
Del()
//code
Please, if it's not right by the definition then PLEASE include the whole path, otherwise searching for these procs becomes a nightmare:
/obj/machinery/door/New()
//code
/obj/machinery/door/Del()
//code
Thanks to TLE for finding the actual New() code, I had no idea it even existed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1623 316c924e-a436-60f5-8080-3fe189b3f50e
For coders:
Layer = 2.4 (Pipes)
Layer = 2.5 (Wire)
Layer = 2.7 (open doors)
Layer = 2.8 (tables)
Layer = 2.9 (grille)
Layer = 3.0 (regular items and windows and most stuff, really)
Layer = 3.1 (closed, opening and closing door)
Layer = 4.0 (mobs)
There is a slight annomality that can occur but it shouldn't be too common, It happens when you have a closed fire door and a closed airlock over it. When you open the airlock, the opened airlock sets it's layer to 2.7, which is under the closed firedoor's layer 3.1, This causes the airlock to appear under the firelock while closed.
I also removed the window in the kitchen counter. Personally I think it looks better than the old, strange zig-zagging videow.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1617 316c924e-a436-60f5-8080-3fe189b3f50e
#Added a locked list to datacore in order to track character spawn, particularly for respawn_character(). May be useful in the future.
#Added a proc to randomize appearance for any human mob, randomize_appearance_for(mob). It will not take into account gender as you will have to provide it. Names and so on are also randomized but that can be overwritten in the code following.
#Added AI holopads around the station. To use as the AI: click on the pad to center view on it. Click again to activate the hologram. Move it with the directional keys. You can still interact with objects normally. To remove it, either move it too far out or click the pad again. Use robot talk to directly speak through the holopad (and only the holopad, unlike regular robot speak). Could be added on to (like different images for different AIs) but it's basically finished.
#Fixed a bugged message on changeling transformation sting. It will no longer give away your identity.
#Made law datum a silicon define. var/datum/ai_laws/laws.
#A few more ninja adjustments. Added a new view mode for the ninja mask, allowing to see special roles and a few other things.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1608 316c924e-a436-60f5-8080-3fe189b3f50e
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
Mineral walls added (not buildable yet).
Mineral doors are now actually destructible.
Expanded the outpost, adding a small cafeteria and botany area.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1606 316c924e-a436-60f5-8080-3fe189b3f50e
Also yes, yes, if you are really bothered by the fact that picking up a green wire piece with a blue coil will result in all of them being blue then that's fine, but I really think it's more than good enough for a game. It will also allow people who want to use a particular color the abbility to get enough wire pieces of it without unneeded problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1593 316c924e-a436-60f5-8080-3fe189b3f50e
Went through and added armor values to shit.
#Jumpsuits have very light (2%) laser/taser protection.
#Security (includes warden, HoS, and detective) and nuke team jumpsuits have some melee/bullet/bomb protection, as well as slightly higher (5% total) laser/taser protection
#Medical jumpsuits have light bio protection
#Engineering jumpsuits have light radiation protection (also light laser protection, since emitters fall under laser protection)
#Security's bomb/biosuits are more armored than nonsecurity variants.
#Biosuits block alium spit
#Detective's coat has some degree of protectiveness now, but not as much as regular armor
#Labcoats are similar to biosuits, but not as effective
#Real wizard robes are magical, applying a measure of protection to the entire body.
#Fake wizard robes are less magical, applying very little protection only to the covered body parts
THESE VALUES ARE RELATIVE TO THE OLD VALUES, SINCE THESE THINGS HAVE ALWAYS BEEN PROTECTIVE
#Armor vests are slightly worse at melee/bullet protection, but slightly better against laser/taser
#HoS/thunderdome armor is slightly better at laser/taser
#Captain's armor is worse at melee than armor vest, but better than it at laser/taser.
#Swat/heavy armor is better against laser/taser
#RIG has some armoring
#syndicate/ninja/pirate spacesuits have slightly better armoring than RIG
#Helmets/gloves/shoes have armor values to match the suit they go with (armor vests for generic helmets)
##This means that spacesuit helmets/hardhats/weldingmasks are no longer far more protective than they have any right to be.
#Insulated gloves are pretty good at blocking taser shots if anyone happens to be aiming at your hands.
Might have missed a few things, this was a lot of numbers.
Also, sorted head.dmi so sprites are properly paired up.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1588 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
Rewrote the armor checking proc, it now checks mask, head, jumpsuit, gloves, shoes, and suit slot for armor values, and selects the most protective item that covers the targeted area. This means that phase 3 is going to be a pain in my ass, since a lot more things can actually matter in terms of armor values.
Also included a full-body armor check, which checks ALL bodyparts for protective values, and averages them out. This is currently only used for explosions, and mainly only means you now also have to actually wear the bomb suit hat to be considered fully protected (though the suit alone still provides a 90% chance of not getting gibbed from a max-severity explosion)
As with phase 1, testing consisted of attacking myself and standing in turrets, and also included dropping explosions on myself while in a bombsuit since I changed the bombsuit code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1570 316c924e-a436-60f5-8080-3fe189b3f50e
Anyhow, HUDs' memory leak fixed, also security HUD added (only shows current ID assignment for now, gotta figure out why it doesn't want to show the arrest/prisoner status).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1569 316c924e-a436-60f5-8080-3fe189b3f50e
Armor protection rates are now handled by checking the var I added to obj/item/clothing instead of static percentile chances in the robusting code. What this means for the future is armors that differ in more than just bodyparts protected.
Currently, all armors/helmets are running off the same set of protective values, which are roughly identical to the old hardcoded ones. a future phase will juggle these numbers around.
What this means for right now:
*Melee attacks to the chest/groin are slightly more likely to succeed than before. (80%-force block chance instead of 90%-force)
*Bullets are slightly more likely to penetrate armor than before. (60% block/30% partial instead of 70%/40%)
*Alien spit/e-crossbow bolts have a 10% chance of being blocked by armor.
Lasers/Pulse Rifles/Tasers have unchanged values, as do melee head/arm/leg/hand/foot shots.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1561 316c924e-a436-60f5-8080-3fe189b3f50e
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.
#Added new mech sprite.
#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.
#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 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
-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
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
-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
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
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
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
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
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
- 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
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