Commit Graph

1296 Commits

Author SHA1 Message Date
rastaf.zero@gmail.com
8170e9e260 A Big Kitchen Update.
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
2011-04-13 14:27:29 +00:00
noisomehollow@lycos.com
280bb7db4c #Fixed a few items not being examinable when on the hud.
#Most ninja suit abilities will not be available unless the suit is initialized (such as stealth and the alike).
#Ninja suit now comes with a basic energy system. It begins with 10000 and depletes 5 energy/tick. Having an energy blade depeletes +20 energy. Having stealth active depelets +25 energy.
#Ninjas start with 10 smoke bombs. When used they are gone forever.
#Other abilities now require and use energy.
#Recovering energy is possible by clicking on APCs with an empty hand, ~1000e/5 seconds. There is no battery energy limit. Plan to add more ways to get energy later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1438 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-13 01:57:35 +00:00
noisomehollow@lycos.com
74d1c3600e #Fixed swat armor from previous commit, oops.
#Added effects and sounds to ninja powers.
#Energy blade will no longer cut through r-walls. Regular walls take seven seconds to cut through.
#Added a bare-bones startup and power-down system to the ninja suit (and accessories). It will need to initialize before granting powers. It should be very possible to give anyone the suit and turn them into a space ninja. Just make sure to edit their special_role to "Space Ninja"
#This also means that ninja items are now removable before they are initialized (or after de-initializing). Suit and mask are still not examinable due to a mysterious bug with obj verbs.
#fixed a few misc bugs.
#Updated turrets a tad. You can now destroy them by bashing them with stuff when they pop out.

If someone feels up to it, death commandos need a cool helmet to go with their new suits.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1437 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-12 04:26:29 +00:00
noisomehollow@lycos.com
7b280b791a #Fixed ninja teleporting. It will not blackscreen when Phase Jaunting near the map edge.
#Phase Shift will no-longer show up in the Ninja verb panel. You can right-click on turfs only to use it.
#Ninjas can now spawn a sword in their active hand. Besides killing dudes, it's also useful for slicing through doors, lockers, walls, and so on. It'll disappear if dropped or thrown, and it cannot be placed in containers.
#Ninja mask now works differently when mimicking voice. You start out as "Unknown" and when toggling the voice changer it will randomly change your name with some variations.
#If you switch the name back to "Unknown" you will re-active voice masking which is much less silly this time. The only way for someone to determine your true name is to remove the mask. Postmodern Space Bushido demands that you only reveal your identity in honorable combat!
#Slightly updated sprites for ninja suit and accessories. Or as I'd like to call them, the Tron suit. Probably wip until I get enough motivation to redo it from scratch.

#People that respawn as death commandos are now manually chosen by an admin.
#Death commandos use the new suit sprites.
#Added a global proc for animations. Currently only used by ninjas.
#Moved around suit icons so they are grouped better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1433 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-10 22:41:23 +00:00
polyxenitopalidou@gmail.com
caabcf0820 •Voidpacks now work, and have sprites for every itemstate.
Simple "if" structure added in the toggle-jetpack verb to check the type of the suit. It's friendly to any addition of new jetpack types. I'll be including those re-sprited suits soon.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1423 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 23:39:22 +00:00
bizarre.babel@gmail.com
162014c7f9 Fixed the missed line with captain armor slowdown.
Plasma ore sprite, refined plasma ore sprite, and proper silver ingot sprite added thanks to matty.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1422 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 22:12:46 +00:00
bizarre.babel@gmail.com
7ed25f4619 New unique space helmet for the captain.
Captain armor changed as per request.
Captain armor capable of acting as a space suit.
Captain helmet placed on map in Captain's quarters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1416 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 09:22:22 +00:00
tronaldnwn@hotmail.com
75215318c6 Did some minor work on the void jet packs, they still aren't done yet.
Silly me forgot to add (src.loc) at the end of the prize things, after the whole map fiasco (and me needing to copy over file from my old folder to a new one).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1396 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 17:03:02 +00:00
tronaldnwn@hotmail.com
95f30cf5b8 Ahem...
Glasses: 
Added Optical Material Scanner - A gimmicky item that lets people see ALL OBJCECTS, even if hidden by turf.

Storage:
Added dice pack - one d6, one d20 (will add more once I add more Dice types).

Toys:
Typo fixes.

Cigarette lighters:
Zippo - Made the lighting message gender neutral.
Match - Made the lighting message gender neutral.

RSF:
Provides new items - Dice packs, pens, and cigarettes

Human life:
Made the Optical material scanners work to see objects.

Robot Modules:
Servicce borg - Has a lighter now (which will be modified soon so people can light other people's cigarettes).

Icons:
Night vision goggles slightly modifies to have a space for the nose of humans to stick out.  The item state changed a bit out of the place holder status.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1386 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 22:53:46 +00:00
uporotiy
be85fc280d Object Spell System v1.0
It is now fully implemented, though I might continue work on it (especially with all the bugs no doubt present in the code). To turn on wizards spawning with an spellbook that gives object spells as opposed to verb spells, uncomment the FEATURE_OBJECT_SPELL_SYSTEM line in config.txt
For the end user, the vanilla (without spell var editing) wizard, the only two differences are having to click spells to use them (not being able to right-click stuff and cast spells that way or type them in the command line) and having a nice little countdown for a spell's recharge time.
 Changelog
It is now less horribly blue on white and more nicely black on white.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1381 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 20:34:41 +00:00
tronaldnwn@hotmail.com
6fb2e86a5c The fake syndicate suit can hold toys in its suit storage.
Cap guns can be recycled like cap gun ammo boxes. So once you empty your 14 shots, toss the gun and box in the autolathe for 10 metal and 10 glass points a piece.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1380 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 16:25:52 +00:00
tronaldnwn@hotmail.com
777e40b782 Arcade prize update:
Arcade prizes are now looking VERY REAL (as both of the head coders wanted them to look real again).

Toy E-swords sound real when you turn them on/off.

New toy! The replica red spess suit! Great for costume parties, not great for keeping security from chasing you down the hall, or space travel. Made of real plastic!

Now no one can bitch about the Ai satilite's teleporter suits. `~`

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1378 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 13:31:03 +00:00
bizarre.babel@gmail.com
195f2d9b25 See last update text. I goofed and did the commit command at the wrong level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1375 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 10:12:37 +00:00
noisomehollow@lycos.com
bb46286e6b Reverted ninja stealth so it works again.
Ninjas now explode when they die.
Ninja mask obscures speech (garbles text) if the voice modulator is not set to mimic voice.
Ninja hood makes one not trackable by AI if worn, much like the agent card.

Certain obj/item/clothing items (canremove=0) will not be removable by normal means. Currently only set for ninja stuff and the suicide vest. The suicide vest might explode if active and someone tries to strip it off a person.
Removed heat protection from black shoes. Not sure why it was there.
Removing a mask from a monkey via text window will now properly give a message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1370 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 02:15:19 +00:00
tronaldnwn@hotmail.com
fa416ce777 Broborg and Service borg are fused into one robust little critter.
Broborgs commented out.
Service borgs lose paper and spacecash wad.

Service borg gets an RSF. Rapid service fabricator, with three setting that work on simulated (normal) floors and tables:
1. Creates a wad of 10 Credits (because humans like dosh). Drains 200 each use.
2. Creates a drinking glass (to fill beer into). Drains 50 energy each use.
3. Creates a Piece of paper (for writing). Drains 10 energy each use.

The malfunction lockers use new, robust (read as slightly nerfed), 2001 a Spess Odyssey spess suits. (Due to voting results)

No 2001 jetpacks though, as they don't have item states.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1369 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 20:10:34 +00:00
polyxenitopalidou@gmail.com
62efcce291 •Enhanced tray attack(). Leaves blood now.
Fixed a warning with neophyte's last update.
prepared food vars in preparation of FUCKING SPRITES SOMEONE MAKE ME SOME and tray funcitonality.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1355 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 14:01:03 +00:00
bizarre.babel@gmail.com
751defc8c8 Recreated the overlays for the cat ear gimmick item so that its color change could function correctly. Again.
Changed the commented out code as advised. It should all work as intended now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1352 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 02:19:18 +00:00
n3ophyt3
79ecd42fce The damage zone selector bit should properly highlight the groin when you have it targeted.
Apparently the cat ears gimmick item were supposed to match the hair color of the owner. So they do now. Included some commented-out code for when the sprites for the pink ear bits get located so they can be overlayed over the recolored icons as intended.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1351 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 01:26:54 +00:00
noisomehollow@lycos.com
50dd198fb5 When ninjas teleport into a living mob(s), that mob is gibbed. HIYA
Added emp pulse to ninjas powers (Ninja gear is not affected by EMP).
Ninja mask protects against flash (portable and set).
Ninja mask can toggle voice changer and vision modes (right click).
Ninjas can toggle stealth (right click suit).

Thermals and mesons no-longer give (slightly) better night vision.
Commented out tray sounds until we get the files uploaded so the game compiles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1349 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 00:10:16 +00:00
polyxenitopalidou@gmail.com
2457edfe0a •Fully fledged attack() proc for trays. Incoming attackby. This is being commited in preparation of the rest of the tray update.
•Slight fix to the 2001 space suit helmet, when downed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1347 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 20:03:21 +00:00
tronaldnwn@hotmail.com
2740242843 NASA void suit and helmet codded with custom sprites.
Modified some sprites:
Emergency oxygen in belt now has has hose transparency.
pickaxe and shovel now look bad ass (I will never ever replace the filler sprites with anything from mine craft again, honest). But the other picks are still Minecraft picks, because they are going to be replaced with reasonable pick types soon (except the diamond pick, which we must keep).

Still not adding the void suit to replace the red suit on the AI sat until most people give the go ahead.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1329 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-01 11:07:40 +00:00
noisomehollow@lycos.com
9a0ee1315a Space ninjas are now a thing that is in the game. Admin spawned only at the moment under fun, usable by host/Game Master. They don't come with any special powers (besides kickass equipment and being a ninja, c'mon) but I'll probably add some later. They are immune to facehuggers.
I've also divided their suit into parts as outlined in some topic I forgot about.
When ninjas spawn, they start in a location for space carp (in space). Getting to the station may prove somewhat difficult at this time.
Commented out the Voidsuit until it has unique sprites since I changed the ninja suit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1327 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 22:17:35 +00:00
tronaldnwn@hotmail.com
2cf57972b0 I flubbed a single description. It is now fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 15:26:54 +00:00
tronaldnwn@hotmail.com
ef4af19765 God... I went though a lot of cloths.
In Gimmick, 
Santa suit now is pretty quick (but it can't spawn in game so fat chance of using it).
Typo fix, description changes.

In head,
A few descriptions changes.

Jumpsuits,
Chemists and the CMO have their OWN jump suits now. So no one can confuse the chemist in chemistry with a geneticist.
Added a space Jumpsuit to the code, it can only be spawned by admins or people in sand box. So you can jump out an air locks with it now (default sprite is a black jumpsuit).
Fixed the roboticists jump suit so the head transfer coefficient is lower (as some One set it to the same level as a lab coat for some insane reason, lucky we don't have more frozen people in robotics).
Miner jump suits are a fraction better against heat transfer than other jump suits, but just slightly.

In Suits
Tacticool NASA Voidsuit, which is just like a Red space suit but can only hold energy guns, are slower (slightly) and are bulky (so you can't hide them in back packs).
Also, a few description changes. Perhaps now we can add these to the AI satellite teleporter room?  Maybe?

Job Procs
Chemist and CMO start with above stated jumpsuits for their job ranks.

Flamethrower
Gives 1 weapons and 1 plasma research. This was something the creator of the R&D had not gotten around to doing (when questioned about it a while back, he wanted it to give minor tech fields in both, but got busy), so I just want to lighten the load.

Mining
Tweaked the tech origin of plasma cutters so it will contribute to plasma research now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 11:19:16 +00:00
tronaldnwn@hotmail.com
1c8a3539c4 Sprite updates:
Miner Cyborg looks better.
Better jackhammer (I like it at least).
New sink for kitchen
Few sprite fixes for the emergency oxygen tanks
Cyborg's RED eyes, will not work now.


Code Stuffs:
Adding some code for mining so I can eventually make the top tier mining items work for radius mining.
Showers are in their begining stages.
Tool boxes give weapons research bonus, of 1 (lol, tool boxers).

Map Stuffs:
Added a few more hazard signs.
Added enclose the engine (still airless).
Kitchen has new sink.
I desided the dispencer should be a water dispencer in the mine station.
Barely worked on the wizard's lair, just added lights I guess.
More colored clothing lockers in locker room/ arrivals shuttle. Now expect to see green wearing assitants.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1315 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 02:01:47 +00:00
tronaldnwn@hotmail.com
44b50575ab Attempting to see if deleting this "back" sprite will make all the other back packs and stuff work on monkeys.
Mime masks no longer look like clown masks when carried in hand.

Clown/ mimes have the a crate they can order to get their standard uniforms back. In case of theft.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1301 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-28 12:37:16 +00:00
baloh.matevz
c09e60b3d8 Moved some stuff from the meat locker (now meat fridge) into the kitchen locker to hopefully reduce the right-click menu length when you open the meat fridge. Added the kitchen cabinet back to the map, contains chef garbs, trays and flour. Meat fridge now only contains meat and eggs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1293 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 22:06:16 +00:00
tronaldnwn@hotmail.com
07df971c7a Ze!
This is for HerpA.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1291 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 16:33:01 +00:00
tronaldnwn@hotmail.com
fd2ff058ab The wizard's shuttle is now NO WHERE NEAR the station. All the spawn points are the same as they were, so no wizard should start in Spess. If they do, you know who to blame.
RIG's radiation shielding now lowered, and RIG helmets raised. now the rig gives .5 resistance, and helmet gives .25.

Sleep Smoke, it is experimental for now till I can get it to ignore people in full wizard robes. I might have to extend the ammount of sleep it does too.

Basic work up for sleep smoke spell. Will add more later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1279 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-26 04:18:53 +00:00
rastaf.zero@gmail.com
571db15490 Medical belt is finally in code (made by errorage, forgotten by errorage).
Pill bottles now can fit in containers (and pockets).
Moved remained adminverbs from Commands tab.
Map debugging tools tab is hidden, use verb on debug tab to show.
Singularity's EMP now won't spam in adminlog.
Revolutionaries now cannot deconvert themselves.
Cutting camera now leaves fingerprints.
Fixed some runtime errors.
Unckecked file that microvave forgot to add under svn.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1277 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-25 23:16:32 +00:00
tronaldnwn@hotmail.com
97338c7262 Night vision goggles.
They have a range of five tiles. Enjoy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1274 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-25 02:03:50 +00:00
tronaldnwn@hotmail.com
7e0edf31bc Kitty Ears!
Wizordrazine for secret wizard spell.
Various food nutriment changes.
Candy Corm and Popcorm are now properly named.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1269 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 17:14:34 +00:00
tronaldnwn@hotmail.com
d3343df996 1)The RIG helmet is useful now to protect against radiation!
2)Armor Can hold revolvers, and so can the detective's coat.
3)Chef's apron is going live, it can carry a knife, and has a slight heat resistance (only slight don't run into a fire).
4)The Detective and Chief engineer smoked all buy one of their cigars on their way to the station. But I doubt they will give pause before smoking the last ones.
5)Suit storage is now used when you spawn! Pen lights in pocket, and guns in armor. And.. plant analyzers in aprons.
6) The ninja mask now resists radiaion. Meaning I buffed a gimmik item set for an unstopable killer to resist all radiaion. Don't mess with that ninja.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1263 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 10:27:07 +00:00
baloh.matevz
67e0554d34 CHANGELOG UPDATED
- Opaque windows (tinted and frosted) now look darker
- Added a trashcart object (trash bin, behaves like a crate)
- Added several recolored spacecash items. Some spawn in the vault.
- Added a new type of cigar.
- Applied the owl costume fixes by DabirA. They look strange when used with a backpack tho.
- Overalls now work for all directions
- Added thermal monocle object (thermoncle)
- Removed the swat_suit (which was broken) and all it's references (from human.dm)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1261 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 06:23:59 +00:00
tronaldnwn@hotmail.com
a1dd974c23 Syndicate Suits can into backpacks now, anything to help our disk chasing friends.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1250 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 18:47:05 +00:00
tronaldnwn@hotmail.com
45086d8f09 Service Borgs: New Waitress model! She's needs tips to pay the bills.
Mime Mask : Now on par with clown masks

Bio Suits: Now can into back packs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1248 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 18:13:20 +00:00
tronaldnwn@hotmail.com
d57b9f1d7d Seems I have a long way to go before I can catch all my mistakes.
Also I saw a perfectly good chef's apron not being used?  WHY?!
Chef apron can hold a kitchen knife in storage, and some one didn't want to add a certain service borg spite, so I did it myself.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1246 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 14:07:07 +00:00
tronaldnwn@hotmail.com
fca3655293 I fixed some stuff.
Made the Hos A little more robust, and get handcuffs, energy gun, and a flash from the start along with sunglasses and an emergency gas mask.

Made the warden slightly less robust than his boss, and get hand cuffs, and no FLASHBANGS. I hate those things! Their gun is now a taser at the start.

All security members have a pair of latex gloves in their back packs for deal with with evidence, if they recall to put them on.

Miner lockers have MESON SCANNERS! And.. Miner rank jumpsuits...

Crates updated, new crate ARMOR. has helmets and armored vests (security access needed).

Food Crates updated, hydroponics crate updated, and um... I did a few more minor job/ crate changes.  Nothing stupid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1244 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 12:37:37 +00:00
rastaf.zero@gmail.com
a05dad6397 Fixed hearing in lockers (and pipes, i-cards, etc).
Added verb Ghost Ears. Dead people and observers can now select if they do not want to hear every word said on the world.
Fixed electronic blink toy sprite.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1243 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 09:56:01 +00:00
tronaldnwn@hotmail.com
2c5e101075 Carrots contain a little imidazoline.
Yummy yes? I thank Powerfuldevice for isolating the grown food code for carrots.

Ps, I know carrots don't heal eye damage, it is just for the lulz, and to make them grown more.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1242 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 08:52:45 +00:00
tronaldnwn@hotmail.com
8b252d59a8 Pest spray back in.
Now Hydroponics won't hate me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1241 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 06:20:10 +00:00
tronaldnwn@hotmail.com
49d6e613bb The great vending machine update.
Banana Bread
Ice and iced drinks
A certain medical reagent update
Ramen Noodles!
And... stuff... I don't know new updates!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1240 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 06:17:34 +00:00
n3ophyt3@gmail.com
7c5eb35f13 Got bored, added code to allow for multiple energy sword colors. They now come in blue or red, picked randomly when the item is spawned. If someone makes us some green sword sprites, I'll be sure to make sure the thunderdome stays color-coordinated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1239 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 03:36:52 +00:00
baloh.matevz
ac74a20207 Mapping:
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.

New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.

Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 22:12:02 +00:00
n3ophyt3@gmail.com
25f60dfae8 Welding masks can now be flipped up to not cover your face via a nice shiny rightclick verb.
NOW STOP FIGHTING OVER THE DAMN GLOBAL VAR AND ADD SPRITES FOR THE FLIPPED-UP MASK.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1227 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-21 23:33:36 +00:00
bizarre.babel@gmail.com
74b90c6e84 Robotic Transformation's cure simplified so that maybe it'll work now.
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
2011-03-18 16:08:46 +00:00
rastaf.zero@gmail.com
e9872f6188 Fixed an issue with examining several objects in your hands (such as beakers).
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
2011-03-18 00:19:09 +00:00
bizarre.babel@gmail.com
3b15b2d93c Welding mask change reverted.
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
2011-03-17 09:18:01 +00:00
baloh.matevz
f9460f5c3c Added tea to coffee machines (now called warm drinks machines)
Reagent code by Microwave, sprite by matty406

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1196 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-17 00:40:39 +00:00
baloh.matevz
cb843d95af - Welding masks now have the view range lowered by default
- 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
2011-03-16 06:02:42 +00:00