Commit Graph

105 Commits

Author SHA1 Message Date
mport2004@gmail.com
c86c8e1505 Finished moving the clothes in defines over to modules.
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet.
Cult restricted job list now has the sec force + cap because you can’t convert them as is.
AI removed from protected traitor jobs as malf is currently effectively out of commission.
A Protected list was added to changling.
Removed the furry mob files that were not checked.
Moved two unchecked files to unused


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 19:25:01 +00:00
SkyMarshal
9418a1c8a6 Traitor objective system update. 2012-06-21 17:51:06 -07:00
Erthilo
c3c5304397 Various fixes for bans and mutations. 2012-06-03 03:40:26 +01:00
vageyenaman@gmail.com
9d154bbded Reverting traitor.dm because I didn't mean to include it in my previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3693 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:31:44 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive 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.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
SkyMarshal
7e92be62ae Added some SQL stuff from oldcode. Someone should look this over. 2012-05-23 16:03:46 -07:00
SkyMarshal
b2d2bff7a2 Add the capability for the NT chatbot pAI to use the PDA's messaging function instead of the system it had been. Also, several bugfixes for runtimes. 2012-05-14 12:19:15 -07:00
Erthilo
91a20e9811 Fixes a separate infinite loop error, as detailed here: https://github.com/ss13-daedalus/daedalus/issues/2
Credit to: @thvortex
2012-05-10 14:34:32 +01:00
Ren Erthilo
2290d77df4 TG: Adds a option to config.txt called PROTECT_ROLES_FROM_ANTAGONIST.
If PROTECT_ROLES_FROM_ANTAGONIST is set, sec/hos/captain/AI cannot be
antagonists in most modes
If it is not set, only jobs that are mutually exclusive to the role (sec/head
during rev, etc) are immune from being antagonist
Revision: r3225
Author: 	 VivianFoxfoot
2012-04-25 00:59:01 +01:00
Ren Erthilo
707b6caa1e TG: Integrated BS12's improved uplink code, courtesy of SkyMarshal.
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.
Revision: r3216
Author: 	 musketstgstation
2012-04-25 00:35:54 +01:00
SkyMarshal
5b65826ec4 Reverted traitorous music verb. 2012-04-01 17:12:38 -07:00
SkyMarshal
0fe5806191 Small edit 2012-04-01 17:00:37 -07:00
SkyMarshal
cefd345840 Adds in traitorous music verb, single use, local sound, as well as removing some debugging info. 2012-04-01 16:58:21 -07:00
Ren Erthilo
463fec60b5 Gamemode fixes for TG update. 2012-03-28 01:17:53 +01:00
SkyMarshal
a5a7df1c20 Part two of the objective system. Also fixed up AIs on the shuttle, bug #747, and interacting with windows. 2012-03-25 00:33:38 -07:00
SkyMarshal
09546b7fe0 First commit towards the new objective system. 2012-03-24 21:50:17 -07:00
VivianFoxfoot@gmail.com
6ae0d3018d Adds a option to config.txt called PROTECT_ROLES_FROM_ANTAGONIST.
If PROTECT_ROLES_FROM_ANTAGONIST is set, sec/hos/captain/AI cannot be antagonists in most modes
If it is not set, only jobs that are mutually exclusive to the role (sec/head during rev, etc) are immune from being antagonist

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3225 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 23:30:24 +00:00
petethegoat@gmail.com
bc7517ca42 Removed revhead uplinks! See: http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=7975
Fixed a couple of spelling errors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3224 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 22:21:47 +00:00
VivianFoxfoot@gmail.com
61c4ff0ed4 Removes thermals from PDA-spawnable stuff
Changes the way people are selected for rounds.  In the case of a insufficient people for a round, all people with it set to 'yes' will be chosen before drafting others.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3218 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 02:40:29 +00:00
SkyMarshal
e8bd665e76 Added overdoses to some chemicals. Fixed some gamemode stuff, involving uplinks. 2012-02-29 17:17:41 -07:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
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
2012-02-29 22:50:14 +00:00
SkyMarshal
66f38fb34b TG UPDATE: Updates to telecomms, bug&runtime fixes, manifest for all, improved nuclear bomb.
All PDA's can access the manifest.
Nuclear bomb now works on realtime.
Telecomms not mapped yet.
Numerous Runtime Fixes
2012-02-28 18:24:43 -07:00
baloh.matevz@gmail.com
686350a2df - added feedback logging of wizard, traitor and changeling success as well as individual objectives success.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3131 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-15 12:21:26 +00:00
SkyMarshal
2ed57e0cc6 Finished up the last parts of my fingerprints work. Added a rag which lets you smudge away prints, and sinks do the same.
Added hallucinations properly.
Added LSD (with hallucinations.)
Remapped slightly.
2012-02-02 00:35:48 -07:00
SkyMarshal
80be80a4c1 Bugfixes!
Fingerprint sanity checks
Mulebot sanity checks
Traitor objectives work, now
Some mapping errors fixed.
Attempted fix for solar tracking.
2012-01-31 15:00:46 -07:00
SkyMarshal
beffc2299a Final updates on Fingerprints
fix for traitors getting assassinate and protect targets for the same person
Ported blood rejection
2012-01-31 02:01:39 -07:00
SkyMarshal
d2eff85c17 Porting much of Aryn's stuff
-Sounds
-Detective Work
-Hallucinations
Tweaked server air alarm
Tweaked gibs
Working on de-derping surgery
Ported some BS12 stuff (stunned radio and adminwho)
Player's mind datum now holds their antagonist preferences.
2012-01-31 02:01:36 -07:00
SkyMarshal
695a673865 Final bugfixes, port of AutoTraitor (tested) and RP-Rev (Untested) 2012-01-28 01:52:14 -07:00
SkyMarshal
0e51764af4 Final load of bugfixes. Moved ported stuff to a subdirectory in Work in Progress, telecomms bugfix, fix for solar trackers, some human and monkey procs. 2012-01-27 22:55:16 -07:00
SkyMarshal
12afd61ffc Ported Uplinks, Door stuff, Hacktools, Compressed Matter implant. 2012-01-27 20:15:06 -07:00
SkyMarshal
cd5e2476bd Added a new object, for storing premade outfits, that is in clothing closets.
Added clothing closets for several new jobs (Chef, Bartender, Virologist, etc.) and outfitted them.
Paper can now be burned, and acts as a hotspot and a light source when it is on fire.
Tweaked the Allinone broadcasters
Nerfed electrical storms
Response Team leader gets a special assignment/title.
Remapped to add Copiers, Filing Cabinets, and wardrobes
2012-01-26 22:19:33 -07:00
SkyMarshal
3b57d309cc Disposals are now much more robust, with sorters being program-able, food able to be packaged, people able to flush closets, proper construction of sorters, and a function on taggers to use a custom tag.
In addition:
Made teleport talismans more amusing.
Fixed duplicate traitor objectives.
2012-01-10 21:21:52 -07:00
SkyMarshal
93dcd0ddfb Added protect objective to traitor possibilities. 2012-01-06 11:59:57 -07:00
SkyMarshal
43c2285a93 Fixes and stuff. 2011-12-28 14:27:52 -07:00
uporotiy
98ea8045ad Upped noslip shoes cost to 3 - they're situational, but they're very powerful in the situation they're used in and it's not that hard to facilitate.
Captains can't be traitors anymore. This is a placeholder, friday I'll redo that a bit - probably so that captains don't get any traitor equipment (they already have all the everything else for that) and that they can't get steal objectives (re: they already have everything).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2752 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-20 19:22:21 +00:00
Tastyfish
e3219fd09d 2 ears! 2011-12-18 06:02:15 -05:00
baloh.matevz
aa1135eafe - Added some stats logging about round end population and about what method of escape is being used the most.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2672 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-13 02:58:56 +00:00
Miniature
363b929216 Made security able to be traitors (AI and cyborg still can't) 2011-12-01 07:52:40 +10:30
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
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
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
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
2011-09-11 11:39:44 +00:00
mport2004@gmail.com
bae5834be3 Did a bit of work on assemblies.
The rev icons bug might be fixed now. 
Removed the old logged say file as it is no longer used and contained questionable material.
People should no longer spawn on the wizard station for a second at round start.
Removed the old intercept vars as they have not been used in a good while. 
Blob is more or less back to its old state but still has the lava sprite, can we please get some new sprites for it.
Fixed the door on the prison station, it can now actually be used again.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2163 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-09 06:15:38 +00:00
mport2004@gmail.com
c526717fbf Cleaned up:
Flashlights
Cigs/lighters
Solars

RCDs can no longer build airlocks on doors
Airlocks  now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.

After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-20 04:30:37 +00:00
mport2004@gmail.com
0f15fd1567 Few changes to how round start works.
Station Roles are picked before Syndie Roles unless it is nuke or wizard
People should no longer spawn in space because they did not get a job.
Heads and such should no longer get a role they should not have.
Rounds now have a minimum number of players required for it to start up.
Also the atmos pipes should stop exploding all over the place.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1974 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-03 05:59:10 +00:00
vageyenaman@gmail.com
f14f4a3948 I, um, added some... lemon-lime soda that serves no purpose and is not found anywhere in the game, unless admin-spawned. Handy!
New AI Traitor Objective: No humans must escape alive on the shuttle! This is a not-so-common objective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1846 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-14 02:43:56 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
835118fa49 Ninjas are now a random event. They may appear in most game modes after about an hour, with an assigned objective list.
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-20 05:22:41 +00:00
rockdtben
789fbc75dc git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1661 316c924e-a436-60f5-8080-3fe189b3f50e 2011-06-04 20:20:32 +00:00
noisomehollow@lycos.com
e7d8a28fd4 #Reverted default religion to Space Christianity. SS13 is not 40k and the Imperium is not mentioned anywhere in the [tgstation] backstory as far as I know. It's fine if that's what you want to worship but it does not make a lot of sense for it to be the default option.
#A few specific religions will now spawn unique books (they all use the Bible sprite). Feel free to expand on this.
#AIs and cyborgs will now get the code phrases if they are a traitor. Rev heads will no-longer get them. Finally, rev heads will properly equip their items if admin-made.
#Added field generator code improvements by Aygar.
#Added a general turf proc to kill mobs/creatures in a tile, kill_creatures(). Might be useful in the future if more creatures are added.
#Added a general teleport proc, get_teleport_loc(). Supports only 4 directions of movement.
#More code improvements to ninjas. Admins will now only spawn player ghosts as ninjas. No more admin ninjas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1577 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 08:30:05 +00:00
uporotiy
5b5d717443 Issues: The Closening
The code part of the update.
i74 - I don't want to deal with AI stuff.
i72 - Not a bug, but remains here because it concerns the SVN.
i70 - No idea how to fix.
i68 - Nobody knows how to fix process(). Will look into later.
i67 - I don't want to deal with AI stuff.
i66 - Fixed.
i59 - What can I say? It's atmos.
i51 - Is explained on the forum
i50 - Couldn't replicate.
i49 - FIXED.
i48 - I'll look into it later.
i46 - I don't think that's a good idea.
i45 - I don't think that's a good idea.
i44 - No idea how to fix.
i42 - Already been fixed.
i38 - Outdated (not present on this map)
i36 - No idea how to fix.
i32 - I don't think that's a good idea.
i31 - Isn't fixed, bug the spriters for that.
i30 - Fixed.
i29 - I don't think that's a good idea.
i27 - Added (not really easy to playtest properly, though, so it's probably buggy)
i25 - Outdated (works on this map)
i23 - Fixed (you can now only aoe 5 times per minute)
i18 - Not a bug. Moved to my "possibly but not really" projects folder.
i17 - Already been fixed.
i16 - Already been fixed.
i13 - Not a bug. Moved to my "possibly but not really" projects folder.
i12 - Already been fixed through different means.
i10 - Fixed (thanks to the suggestion in the comments)
i 6 - No idea how it works, can't check. According to Agouri, still present.
i 5 - Not important right now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1491 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 15:52:17 +00:00
n3ophyt3@gmail.com
f5350a0119 Fixed up Deeaych's round-start cyborgs, they no longer spawn on the title screen
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
2011-03-18 21:06:38 +00:00