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
Made revolvers cheaper since they are no longer godly. Their price may drop farther if the lack of megastun makes them that much worse.
Plastic explosives are now purchased in single bricks instead of pairs.
Nuke teams now spawn with agent cards so the AI can't metagame.
Nuke team uplink now matches the one traitors get in terms of available items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1232 316c924e-a436-60f5-8080-3fe189b3f50e
-Tweaks to AI core(windows added allowing Captain/HoP to see a bit of the upload, removed a row of rwalls from bridge)(XSI please don't murder me)
-New sprite for PACMAN generators(only for the simplest version right now but I'll get ones for the others soon enough)
-Several new floor tiles(caution striping for plating/white tiles/syndicate shuttle tiles, new tiles for vault).
-New sprites for grey shuttle walls(proper external diagonals, internal wall/red shuttle tile diagonals)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1231 316c924e-a436-60f5-8080-3fe189b3f50e
Also, I looked at the revolver code and GOOD FUCKING LORD WHAT WAS WHO SMOKING WHEN THEY MADE THAT. The only defense against a pistolwhip stunning/KOing you for 60 ticks of your life() proc is wearing a hat with a bitflag that hats no longer even have. And that's even IF the code that handles applying the damage decides that your armor protected you from the hit. Keep in mind that shit like oxytanks or toolboxes only stun for about 5 ticks of life() and that's only if the code passes a percentile check based on the amount of damage the attacked body part has taken. In conclusion, fuck that shit.
Also, shooting people point-blank now plays the gunshot sound.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1230 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
Note for mappers: brig timers now can controls multiples doors (and flashers), you even can build the entire brig cell with doors only.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1218 316c924e-a436-60f5-8080-3fe189b3f50e
Headset+Earphones=Earset. Because headphones is too long. Sprite request fulfilled.
Increased limits on cyborgs at round start. I still see people killing themselves to become cyborgs, so clearly it's in demand. On an average round this is potentially about 10% of the station, but that is lower than the number of potential engineers, security, or medical personnel by far.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1214 316c924e-a436-60f5-8080-3fe189b3f50e
As a side effect of fixing this, since digging into the related code to make it not the case would be a chore and a half, round-start cyborgs are capable of being traitors, receiving the same objective/law set as an AI would. Much like a traitor AI, they can use a robotics terminal to hack themselves to unlock the emag module, at the cost of RED ANTENNA ROUGE BORG.
It has been suggested that they get additional perks, such as immunity to robotics terminal detonation/lockdown, but I am wary of adding such things right off the bat. We shall see.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1204 316c924e-a436-60f5-8080-3fe189b3f50e
Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
After getting the general opinion of the coding staff I'm Re-Enacting welding masks tinting as on by default. Once the sprites are done, we can make the helmets be toggleable.
Added "say *wave"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1201 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed bug with random last name being empty in rare cases.
Fixed spawnable dnainjectors (/dnainjector/hulkmut and so on)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1199 316c924e-a436-60f5-8080-3fe189b3f50e
Green lab coat can now be spawned.
Tweak to several sprites, nothing major.
Default sprite added to masks, so that some gimmick items may be spawned now.
Tea has a funnier name and description. Vending machine changed to "Hot" from "Warm" to better reflect contents.
Service Cyborgs can be picked! Shaker, dropper, tray, pen+paper for note/order taking and DOSH to show their class off. When emagged, Colonel Butlertron did it in Atmosia with the Energy Sword. Possibly bugged, must investigate further. (SoS authorized some live testing!)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1197 316c924e-a436-60f5-8080-3fe189b3f50e
- You can add a photo to you ID (Just one tho)
- If you examine someone with a photo on his ID, it'll tell you it has a photo
- Commented out code which spawns a photo of you at round start/late join
- Moving Mining out of beta
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1193 316c924e-a436-60f5-8080-3fe189b3f50e
- Mechs equipment is customizable (you can add different equipment to mechs). Weapons go to combat mechs only, clown mech equipment - to HONK only. Clamp goes only to Ripley.
- Mech equipment can be built by mech fabricator.
- Added mecha RCD, mecha teleporter, mecha wormhole generator equipment.
- Equipment(if any left) can be pried from mecha wreckage with crowbar.
- Mech control console circuitboard added to circuit storage.
- Mechs can teleport from teleport hub.
- Fixed ripley cargo problems with moving objects(bots, carps, huggers etc). Loading hostile organisms may be harmful. Be vigilant.
- Fixed bug with many mobs climbing inside one mecha.
- Fixed mecha "unable-to-move" message spam.
Other things:
- Rooms in random asteroids for extended and sandbox (WIP)
- Misc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1190 316c924e-a436-60f5-8080-3fe189b3f50e
MAP:
- replaced some tiles under airlocks with platings instead of the dark floors (escape hallway north maintenance)
- Replaced bartender's top hat with a sturdy version, which has helmet characteristics.
- Added 3 regular top hats to black jumpsuit lockers
Expecting a negative vote from vey...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1188 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
- Redesigned assembly line area
- Corrected CE's office name
- Corrected Mining shuttle area name
- More maintenance hallways
I hope i've fixed all the mapping bugs as i've spent quite a few hours debugging it but you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1184 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo no longer makes people inside the tube only process reagents every 10th tick (which was fucking retarded, considering that the cryoxadone happens to BE a reagent)
Clonexadone now heals non-cloneloss at the same rate as regular cryo reagent, so it's not strictly better in all cases.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1179 316c924e-a436-60f5-8080-3fe189b3f50e
Mobs now have a "cloneloss" var, used to represent the fact that they aren't done being cloned. There are exactly 2 ways to heal cloneloss outside of badminnery.
1) Don't get popped out of the tube early.
2) Load a cryo tube with Clonexadone (mix Cyroxadone, Plasma, and Sodium to make) and hop in.
Clonexadone also happens to heal regular damages twice as fast as cryoxadone, so it has more use than just fixing quickclones.
PDA medscanners aren't sophisticated enough to detect cloning imperfections, but the ones found in medkits are.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1178 316c924e-a436-60f5-8080-3fe189b3f50e
Dubbed the "Bag of Holding", this latest wonder is a backpack that has had the interior filled with a Bluespace generator. This allows for unmatched item storage potential! The generator has proven perfectly reliable under light use, but heavy loads have been proven to cause strain, eventually leading to total failure and loss of any stored items. Additionally, the generator does NOT play nice with other applications of Bluespace, do not wear or carry the device while attempting to teleport, or attempt to place one into the Bluespace pocket of a second device. The Bluespace interface has been observed to destabilize gravitational singularities.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1176 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed all known issues regarding storage items including photo albums being able to carry any item with w_class = 1 and the double messages that were generated when you or someone placed an item into a storage item. Same for bible, briefcase, etc. etc.
- A side effect of this is that storage items are no longer able to be wrapped with wrapping paper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1175 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new configuration .txt to enable forum database communication.
Every connected client receives a new verb to use this system, 'Activate Forum Account' as defined in forum_activation.dm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1173 316c924e-a436-60f5-8080-3fe189b3f50e