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
The upper right panel, where the verbs usually are now has two functions, verbs and the browser. This feature has been added to hopefully reduce the number or pop-ups that appear. Currently only request consoles and vending machines use this feature. I'll wait for feedback and then update the rest, if feedback is positive.
Also removed the redcoat spawn pack... The redcoat suit is MINE.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2170 316c924e-a436-60f5-8080-3fe189b3f50e
- Hud removed from simple animals, so if you move from human to a simple animals, your HUD will properly update
- Stat for dead and alive now properly updated
- Fixed animals randomly leaving closed containers such as closets or the dna pod
- Animals can now be buckled. They will not randomly move if bucked or if they have the resting variable set
- Bumping follows the same rules as above, it should also now work properly
- Harm intent message shown in red instead of blue
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2169 316c924e-a436-60f5-8080-3fe189b3f50e
- Added theatre vending machine sprites in preparation for a vending machine that will provide entertainment in exchange for space tickets.
- Added a tounge sprite in preparation for tongues
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2167 316c924e-a436-60f5-8080-3fe189b3f50e
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
Added a toggle option to be a pAI (much like you can for aliens.) Changed popup window into an alert() and added a "never for this round" button in it. Can permanently set whether or not you want to be a pAI in your save (might not work as intended, only did mild testing, I cannot into bitwise operations.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2162 316c924e-a436-60f5-8080-3fe189b3f50e
Spinning toy added.
Xbows now stun people instead of doing damage. (may be subject to change)
Fixed a changeling bug.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2157 316c924e-a436-60f5-8080-3fe189b3f50e
Seriously don't remove ice cups from the booze O mat, it is meant to use a cheap Styrofoam cup as its sprite (that's the look I was going for when I made it, after all.. what else would you use?).
Synaptizine is now useful. It reduces weakness/ stun/ silence/ drowsiness/ paralysis to zero. Meaning you can't be stunned, or knocked down for more than a moment. it is great for when a rogue borg rolls around or if you need to revive some one who was stunned by a shocked door (but not killed by it) or if you just need to get away from those dang security officers. It'll do more too, but it is pretty much anti-zombie powder (just it can't cancel the toxic effects of zombie powder).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2143 316c924e-a436-60f5-8080-3fe189b3f50e
-Switching around some items that need to be hacked in order to get from the autolathe
-Fixing electropack bug
-You can now make radio signalers, headsets, and station bounced radios from the autolathe
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2139 316c924e-a436-60f5-8080-3fe189b3f50e
•Boozeomat no longer vends that retarded icecup thing
•Cleared up and shaded a lot of drinks and bottles. New caccavo tequilla bottle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2136 316c924e-a436-60f5-8080-3fe189b3f50e
Virologists and CMOs no longer have research division access.
Virus Crate changed to CMO access, since the CMO is the head of the Virologist now.
Minor Mapping Bugfixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2134 316c924e-a436-60f5-8080-3fe189b3f50e
- Added an extra fire closet to atmos, as there are 3 atmos techs
- Added a fire supplies rack to maintenance near mining
- Added a fire suit near EVA
- Added redcoat suit, hat and bandolier. (Damn it, some sources say it's spelled bandoleer, some say it's bandolier... Damn you English language!)
- Added this to changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2131 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed up a few more firedoors on the map
Optables will respect air groups now
The Singularity:
Might produce less lag when eating things now.
80% down from 100% chance for a beacon to force movement.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2126 316c924e-a436-60f5-8080-3fe189b3f50e
-Mutate spell now gives Hulk and Laser Eyes instead of Hulk and Telekinesis. This is to to prevent the AI from getting one-humaned with no risk and the inevitable TK/thermal/axe spree that follows.
Chaplain
-King in Yellow Robes added to Chaplains wardrobe (sprited by Curwen)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2124 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed R&D sprites to fit a central theme
-Gave the HoS access to the detective's office
-MORE STEALTHMIN NAMES
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2119 316c924e-a436-60f5-8080-3fe189b3f50e
The base which it leads to only has closets and beds in it. Perhaps some fun stuff will be added later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2097 316c924e-a436-60f5-8080-3fe189b3f50e
Walking mushrooms have their yield reduced to 1 from 4.
Poncho and sombrero on-mob sprites added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2096 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the bible names a bit
Added the Necronomicon (sprites by Curwen again) to the list of selectable covers
Removed the rest of the Doc Scratch clothes from the chaplains locker
Shaft Miner-
Now starts with the larger, engineering oxy tank
Clothing-
Cueball lost its armour (again), green sparking effect triggers half as often
Spiderman suit is no longer armoured or space worthy
Mapping-
Crayon box added in the chaplains office
Salt and Pepper shakers added in the Kitchen
Prison Station Rec Room now has an arcade and box of crayons
Doc Scratch suit can now spawn randomly in the theatre, with a lesser chance for the cueball to spawn with it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2093 316c924e-a436-60f5-8080-3fe189b3f50e
The way feedback is gathered is that the three procs are placed in code where feedback is wanted, these in turn set variables in the blackbox (Yes, I could have done it in an out-of-world datum or object, but I just prefer having an actual physical object gather this stuff.) At the end of the round, all acquired data is saved to a database. I still need to get ahold of TLE to make the required tables and bugtest some things.
The saving proc exsists, but is not yet called due to the lack for a table to save to. The rest of it should work fine tho, so you can place the feedbac_set, _inc and _dec procs around code and see what they provide via view variables, it just won't save it to the database yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2092 316c924e-a436-60f5-8080-3fe189b3f50e
Most hats and masks have had the "headspace" flags removed since most of them made no sense.
Removed all protection from the cueball hat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2078 316c924e-a436-60f5-8080-3fe189b3f50e
-Added IDs to the various operating tables/computers around the station that were missing
-Fixed an item I added earlier having reversed desc and name.
-Narrator costume added to Chaplains Wardrobe
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2073 316c924e-a436-60f5-8080-3fe189b3f50e
- You can no longer infinitely reinforce them, they have a limit. This should prevent them from becoming so reinforced that they become literally invisible.
- You can now rotate silicated windows without the icon not updating properly.
- Silicate now doesn't automatically double a window's integrity, instead, it now depends on the volume of silicate. This prevents windows from becoming virtually invincible. 1 unit of silicate is only 1/100ths as effective as 100 units of silicate, etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2072 316c924e-a436-60f5-8080-3fe189b3f50e
-Captain Armor and Space Helmet now have in hand sprites
-Another silly costume, credit to Noize for the effect
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2070 316c924e-a436-60f5-8080-3fe189b3f50e
- Ambrosia Vulgaris is now visible and harvestable
- Injecting a plant with an empty syringe now gives a more appropriate message.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2056 316c924e-a436-60f5-8080-3fe189b3f50e
Forgot to add the bioprotection to the actual radiation suits.
Bedsheets actually use the bedsheet item icon now.
Tracking implant ID's work again.
Certain Critters can be harvested by the chef's knives for meat.
Renamed a few critter files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2053 316c924e-a436-60f5-8080-3fe189b3f50e
EI NATH will once again gib the target.
Head Revs will get a failure message if they are unable to convert a human they flashed.
Syndie suits taken out of the station, EVA now has 6 Grey, Engineering gets two RIGs, Mining still has 3.
Engineering Rad suits also protect vs biological hazards a bit
Fixed a cult convert bug I made a few commits ago.
Steal a RIG objective removed.
SecSunglasses now have the hud built in.
Added more sprites for Kor
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2051 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)
Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.
Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted
New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker
After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
(Contributed by EuroNumbers)
Changelog:
- Plant potency now works. Amount of reagents inside of a fruit is based on the plant's potency.
- Minor adjustments to plants.
- Biogenerator fix. Amount of points is determined by the amount of nutrients plant has
- Blender fix. Amount of nutrients from tomatoes, soybeans and corn is transformed into their respected reagents properly in accordance to conservation of mass
- Plantspray and weedspray functionality reintroduced.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2034 316c924e-a436-60f5-8080-3fe189b3f50e
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
For those too lazy to read the thread:
Vending machines now have a switch inside the maintenance panel that when flipped, turns off those pesky advertisements.
A bunch of unused delivery locations have been removed.
You can no longer attack yourself with that bag of cheesie honkers you just finished eating from. Mining Satchels and trashbags now default to picking up everything on one tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2027 316c924e-a436-60f5-8080-3fe189b3f50e