powers they want. Adds a few new powers as well as a framework for easily
adding new ones.
Revision: r3308
Author: VivianFoxfoot
Also fixes for potatoes and boxes in bags.
the attacked mob. Improved the item blood sprite.
Fixed a spelling error causing shoe blood to not be applied onmob.
Improved a few random sprites.
Revision: r3291
Author: petethegoat
Bloodied icons rewritten to be overlays, not replacing the icons. Hopefully this
should fix \icon[src] breaking everything.
Bloodied hands/gloves don't transfer blood to infinite amounts of touched items.
Please report any bugs!
Revision: r3290
Author: elly1...@rocketmail.com
Gave riot shields a 99% chance of blocking pushers from pushing their wielders
(given their wielder is not on the help intent).
Added a projectile reflection mechanic. Ablative Armor will often, when the
groin or torso is struck, deflect projectiles back to the tile they came from
(not back the original shooter). Deflected projectiles aren't 100% accurate, so
ablative armor can result in friendly fire.
Hopefully stopped humans from waking up 1 second after they fall asleep.
Revision: r3286
Author: vageyenaman
chance of breaking is directly proportional to their frequency of use (ranges
from 0% to 5%, used to be a blanket 2%). Their capacitor recharges one charge
every 60 seconds. Once their 6 charges are used up, they temporarily stop
working whilst their capacitor recharges. This should mean that flashes will
last a long time with light use (defence/rev), but not for spamming
(shitcurity).
Can now job-ban people from entire departments through the jobban panel.
Can now job-ban people even if they log out.
Job-ban panel now informs you why people were banned from each job.
Runtime fixes for some old jobban code that was preventing the above stuff.
Committing some fixes Nodrak pointed out.
Credits go to Nodrak for a lot of this.
Revision: r3285
Author: elly1...@rocketmail.com
hope you guys don't fuck over the server with this!
Committed Nodrak's work on Jobbans. (Thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8082)
Some miscellaneous mapwork and runtime fixes.
Revision: r3283
Author: vageyenaman
Adds deathsquad, ninja, and aliens to actually working tensioner options.
Fixes deathsquad radios
Disables the requirement on the deathsquad shuttle for the sent_stike_team var
to have been set
Fixes the syndicate shuttle position on the map being a little too short. (It's
never been used, has it?)
Revision: r3276
Author: VivianFoxfoo
Clipboard and paper fixes.
Committed Nodrak's monkey vent crawl fix and removed that dumb disposal from the
Sec entrance.
Additionally fixed monkeys crawling when stunned.
Revision: r3274
Author: petethegoat
used.
Removed the wizard's Nar-Sie grav pull entirely to reduce lag/it is strong
enough as is.
Fixed the gyrojet projectile name
Removed the ion rifle from the armoury
Revision: r3272
Author: kortgstation
unpushable. This is just a test so don't go crazy. It (probably) won't be
permanent.
Nuke teleporter board now costs ten crystals.
Revision: r3271
Author: kortgstation
thinks the round is going too slow (Not enough deaths and explosions, pretty
much, atm) it suggests adding more antagonists. Unless overriden by an admin
(any holder) it automatically creates antagonists from a random round type.
Feedback and round-end conditions (except for nuke team) will not (should not)
function for additional antagonists.
Tratior borgs who hack themselves cannot be blown by their AI.
The AI can now open doors with shift+click, bolt them with ctrl+click, and shock
them with alt+click
Adds a new wire to doors that controls the time delay before they close. If
pulsed, they close like a sliding glass door. If cut, they do not close by
themselves.
Borgs who have died, ghosts, and are then blown up will now have their ghosts
properly transfered to their dropped MMIs.
Revision: r3269
Author: VivianFoxfoot
do for now.
Fixed issue 396 . (delicious low hanging fruit)
Fixed issue 165 . "Fixed". I removed the effects of the welding fuel reagent,
seeing as a proper fix doesn't seem to be forthcoming.
Fixed being able to create thousands of stools in a single turf.
Revision: r3267
Author: petethegoat
by all those list()s that were being made for every atom. And this is why I
should not code at 2AM. (A UI overhaul-ish thing will come soon for the
detective computer.)
Revision: r3257
Author: joe.heinemeyer
Large bureaucracy overhaul.
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.
Revision: r3253
Author: petethegoat
interact with machines and stuff from far away (but you cannot pick them up!).
This means you can also bonk people with items you are holding with your TK
grab.
Changed the energy gun sprites to a better-looking version, made by Khodoque!
More work on NTSL. Including the ability to create comments by using // and /*
insert comment here */.
Removed the traffic control machine from telecomms, as requested by Urist. NTSL
is still a work in progress, and needs to be completely fool-proof before
players can get anywhere near it.
Revision: r3252
Author: vageyenaman
crash when more than 1000 statements are called, and alert admins (scripts over
1000 statements are assumed to be buggy or malicious).
You can now properly sleep without waking up every half a second.
Work on footprints. There are now different kinds of footprints, and different
blood makes different colored prints. Animals leave pawprints, humans leave
footprints, aliens leave big claw prints.
on some mobs. Fixed grammar, icons and stuff.
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?
Revision: r3232
Author: elly1...@rocketmail.com
Date: Mar 2, 2012
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
jobs even when it worked, and now it just spits runtimes.
Better defined the viewers in range of the vent crawl to hopefully stop the
runtimes that was causing.
Disposals no longer indiscriminately let items land inside it - the items have
to have been thrown by someone.
The ongoing attempt to fix the thousands of runtimes plaguing the game.
Revision: r3195
Author: vageyenaman
▫ Signals can now be rejected by Subspace broadcasters through a specific data[]
parameter.
▫ Improved the log browser.
▫ Log browsers and telecommunication monitors no longer require access to use.
You do need access to delete logs, however.
▫ Intercoms need power to work. They don't drain power, they just need a
constant flow of equipment power. As such, that offline intercom sprite's now
finally being put to use.
Scripting language:
▫ Sorry about all the files; they're all necessary! It's important to notice
that the basic structure of the scripting language code is not mine; I
cannibalized the base structure from some obscure BYOND project. It's pretty
well documented, and I'd say easier to browse through than atmos. Here's the
basic deal:
A compiler datum manages the relationships between the three main subsystems of
a scripting language: the Scanner, the Parser, and the Interpreter. The Scanner
splits raw text into token datums that the Parser can read. The Parser
transforms the otherwise random bits and strings into ordered AST Trees and
nodes for the Interpreter to read. The interpreter actually executes the code
and handles scope/functions/code blocks.
Revision: r3193
Author: vageyenaman
These might prove to be pointless but i'd rather be overly cautious about
something that crashes a server in 3 seconds flat
Revision: r3191
Author: quartz235