Adds a var to the spellbook that determines if it can be used for buying veil renders and arsenals.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3259 316c924e-a436-60f5-8080-3fe189b3f50e
This affects clipboards, hand labelers, paper, paper bins, pens, photocopiers, and stamps.
Everything (that I've changed significantly) should be BETTER.
NO paths have been changed.
All of the above have been added to the paperwork module (pending rename to bureaucracy, which is COOLER).
SPRITES for most of the above (except photocopiers) are now in bureaucracy.dmi.
Clipboards in particular are MASSIVELY IMPROVED.
Hand labelers can now be turned ON AND OFF, to make it simpler to avoid labelling tables.
This includes work in progress FOLDERS, which currently do NOTHING.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3253 316c924e-a436-60f5-8080-3fe189b3f50e
Added some stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
- Simple event dispatch system.
- atom.forceMove() proc. Ignores density and other Move()restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class - anyprob() helper proc.
- Mecha internal damage varsencapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed. Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
The Wizard Spellbook has a new subsection: Artefacts. Artefacts are items with special properties that the wizard can purchase as an alternative to spells (one artefact costs as much as one spell)
Currently the only Artefact is the Staff of Change, more to follow.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2739 316c924e-a436-60f5-8080-3fe189b3f50e
Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.
Moved the check_if_buckled() proc to mob/living, rather than having it repeated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3168 316c924e-a436-60f5-8080-3fe189b3f50e
mixing and filtration room, along with a bigger observatory and an
'office' for plasma researchers, i.e. a table layout similar to the one
in chemistry. Instead of a chemical vendor, plasma researchers now got
their own custom vendor with assembly parts for bombastic bombs. The
maintenance tunnel's still kept between a double set of airlocks.
There is a problem with the vents and scrubbers of the office and burn
chamber room not being detected, though. (Miniature, Hawk, take a look
at it.)
Runes are now dispelled with the null rod, not the bible.
Chaplains can no longer self heal with the bible.
Simple animals can now attack mechas and critters
Constructs no longer take extra damage from bibles.
Fueltanks now explode when shot by lasers or bullets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3125 316c924e-a436-60f5-8080-3fe189b3f50e
- bulb and tube boxes now contain 21 bulbs or tubes, but can only store bulbs or tubes.
- added a mixed box of lights, which contains 14 tubes and 7 bulbs
- most of the areas which contained light boxes now contain these large mixed boxes.
Screenshot:
http://www.kamletos.si/bulbs.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3105 316c924e-a436-60f5-8080-3fe189b3f50e
- Backpacks max_combined_w_class is now 21 instead of 20, meaning it can store 7 box-sized items instead of 6 box sized items + 1 small item (which the box is supposed to hold anyway)
- Added many fire alarms around the station to areas that either lacked them or where they were too rare
- Added 4 hazard vests to the atmospherics departments for atmos techs who prefer hazard vests to firesuits.
- Added these changes to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3092 316c924e-a436-60f5-8080-3fe189b3f50e
- Removed the window/north, window/east and the other dir-specific window subclasses
- Request console global announcements no longer have the leading space
- Wrenching wooden table parts now gives wood instead of metal
- Replaced the engineering singularity viewing cameras with EMP proof cameras
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3085 316c924e-a436-60f5-8080-3fe189b3f50e
6 storage slots, can only hold crayons. Icon_state is properly updated when crayons are taken out as well as when crayons are put in.
Updated uterus and 2.0.8 with the new type path, which is /obj/item/weapon/storage/crayonbox
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3082 316c924e-a436-60f5-8080-3fe189b3f50e
http://nanotrasen.com/phpBB3/viewtopic.php?f=10&t=4548&start=50#p37266
Added a power switch (/obj/structure/powerswitch), which is used to split or connect two cables.
The way it works is simple. It connects the powernets by adding cable on the floor it's on and removing it when it's turned off.
In-file description:
//This is a power switch. When turned on it looks at the cables around the tile that it's on and notes which cables are trying to connect to it.
//After it knows this it creates the number of cables from the center to each of the cables attempting to conenct. These cables cannot be removed
//with wirecutters. When the switch is turned off it removes all the cables on the tile it's on.
//The switch uses a 5s delay to prevent powernet change spamming.
Screenshot:
http://www.kamletos.si/power%20switch.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3072 316c924e-a436-60f5-8080-3fe189b3f50e