Commit Graph

421 Commits

Author SHA1 Message Date
VivianFoxfoot@gmail.com
e99bde9c55 Re-adds metadata support.
Adds ghost sight as its own verb to see all emotes in the world.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3419 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 14:33:11 +00:00
mport2004@gmail.com
4331dca438 Someone thought it would be a great idea to comment out the ability to wake up, you will once again sometimes wake up after medbay hits you with sleepytox.
Ghosts no longer hear emotes from across the map.
You can once again examine yourself.
Buildmode is back in because it is a very useful and great tool.
It is also an ADMIN TOOL and will cause runtimes like most of the other admin tools if you use it like shit.
Removed more erp bullshit

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3417 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 07:09:07 +00:00
VivianFoxfoot@gmail.com
c9d716f6b8 Removes the ERP system because it has bugs in it/generates runtimes and I don't feel like maintaining/expanding it. If any of the other coders want to, they can re-add it.
Converts the metadata system into its own thing
Makes ghost_ears hear emotes as well as a test.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3392 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-02 15:55:46 +00:00
elly1989@rocketmail.com
81d6e5abb3 Changed private messages to forward to client from mob rather than the other way around. As it makes more sense.
Merged the Admin-PM verb and the PM stuff in Topic() as it was 99% the same code anyway.
Admin to Admin PMs are no longer annoying and LOUD: "-- ADMIN PRIVATE MESSAGE --"
All Admin PM messages to non-admins are now 'LOUD'.
Admin-PM verb is now sorted by Mob rather than client as per request
Can again PM mobs by right clicking them.
Apologies for totally missing the last 2 things on my last commit :S

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3381 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-01 02:28:30 +00:00
elly1989@rocketmail.com
38a9e343a6 Fixes Issue 441 (it was a typo)
Fixes Issue 424 (it was some code in turrets.dm which was setting all the turret controls in the lobby area to off...for no raisin.)
Admins can now PM people in the lobby
Admin-PM verb now uses clients instead of mobs
Removed a vulnerability in the PM system that allowed unauthorised access to a select few admin-tools.
Text changes in examine verbs for monkeys and humans (typos)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3366 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-28 10:06:32 +00:00
quartz235@gmail.com
dfbcf7edf5 Fixes unconscious mobs counting towards the "everyone is dead lets restart" thing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3344 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-23 06:10:44 +00:00
VivianFoxfoot@gmail.com
e14671e234 Adds Halloss as a damage type weapons can do. Halloss can be healed by sleeping. Halloss now effects the interface more fully.
Adds a holodeck to fitness!  
Tensioner now respects antagonist preferences (Mmph.  More antagonist for me.)
More flailing attempts to fix the tensioner assigning braindead people.  (How?)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3341 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-23 04:39:38 +00:00
joe.heinemeyer@gmail.com
43b00f5f89 Fix for bloodying shoes when walking in a puddle of blood.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3241 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-03 03:13:07 +00:00
elly1989@rocketmail.com
9859a0b52f Committing fixes to code for examining mobs. Burn damage wasn't showing properly 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?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-02 16:07:32 +00:00
vageyenaman@gmail.com
4eaf8e1d1a Sanity checks, miscellaneous bugfixes, failsafes.
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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3195 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-26 02:17:17 +00:00
petethegoat@gmail.com
f1ee426a8f Buckling to chairs no longer causes you to drop anything.
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
2012-02-22 00:36:56 +00:00
baloh.matevz
a6f9f36b72 - All PM links are now tied to clients and not mobs. What this means is that all PM links (the links admins get in admin messages which lead to a PM) should now point directly to the client, if one still exists or report them as disconnected. This means that there should no longer be problems with clients which swap mobs.
- Made the player-side admin pm message more visible and obnoxious. Some players might find it annoying but at least it will not leave much room to complain about "missing PM-s" 
Screenshot: 
http://www.kamletos.si/admin%20message%20format.PNG
- Fixed that awkward X in asay messages, which moved whatever mob you were in to the location of the person who said the message. Replaced it with JMP, which does the same as the JMP in adminhelps - makes a ghost and moves that ghost to the location:
Screenshot:
http://www.kamletos.si/admin%20say.PNG
- Ghosts which find themselves locked in any form of container (closets most commonly) will now (FINALLY) exit the container (and it is any container!) after they click one of the arrow keys.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3121 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-13 22:26:28 +00:00
baloh.matevz
a07cd4220d - Replaced a few more conveyor switches with the one-way conveyor switch.
- Added feedback gathering for radio, rc and pda message use. (Only the number of messages sent is recorded)
- Generalized the 'round_end' time feedback logging into a proc that now also handles the radio/pda/rc processing at round end. ( blackbox.round_end_data_gathering(), where blackbox is the blackbox recorder object. )

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3111 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-12 14:56:19 +00:00
panurgomatic
c754581c46 - Added Exosuit Jetpack
- Added Exosuit Nuclear Reactor
- Added Ripley construction steps sprites (courtesy of WJohnston)
- Exosuit Sleeper can now inject occupant with reagents taken from Syringe Gun
- Exosuit Cable Layer will now auto-dismantle floors
- Exosuit Heavy Lazer cooldown increased, Scattershot now fires medium calibre ammo (less damage)
- EMP now drains half of current exosuit cell charge, not half of maximum charge.
- Exosuit wreckage can be pulled
- Fixed several possible exosuit equipment runtimes
- Moved all mecha-related icons to icons/mecha
- Mecha equipment messages will show equipment icons in chat window
- Fixed mecha creation reports being sent at wrong construction step
- Played with changelog markup. For some reason javascript is extremely slow in byond browser, I'll look into it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3057 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-08 18:47:04 +00:00
mport2004@gmail.com
188dfb526e Fixed a few runtimes.
Moved the all player mobs death check into the parent death proc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2940 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-10 22:13:06 +00:00
rockdtben
2f2c4e98a6 Just adding a proc that I am going to use in the organ system soon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2935 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-09 14:51:29 +00:00
mport2004@gmail.com
2ea375091e Renamed the prisoner computer's file to prisoner and added a sanity check.
The singularity is now able to eat things like signs and chameleon projectors' projections.
A few other misc runtime fixes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2916 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-05 05:26:13 +00:00
mport2004@gmail.com
14ed4d5174 Blob ending number of blobs is now a var.
The nuke now properly checks to see if its on the station when it explodes and most of the derp var has been removed from the bomb code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2913 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-04 13:34:45 +00:00
vageyenaman@gmail.com
cfba741fa2 Added two new variables, "canstun" and "canweaken". They can be modified in runtime to prevent mobs from ever being weakened and stunned by tasers/batons/electrified doors.
Xenos are immune to stunning and weakening. This basically means you cannot run up to a xeno and shoot them with a taser and game over. This makes them a lot more dangerous. To compensate, I've added in a xeno-exclusive variable controlling movement delay addition. When a xeno is stunned, its movement speed goes down. The speed is recovered in the life() proc.


Modifications to critter.dmi (manhacks). Added a new lighting icon, floor lights. Possible implementation later.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2886 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-31 22:50:38 +00:00
rockdtben
8c45454bc2 Move all of my procs from the mob defines file to the mob modules folder.
Added a proc to get and set dna.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2859 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-29 17:18:36 +00:00
quartz235@gmail.com
3c5416fcde fingerprints on cans now log on any attackby() that isn't a wrench/analyzer/pda/tank
added a 2 minute countdown var to humans/monkeys that resets when move() is called (for an actual fix to the cuffbreak bug)
changed a typo in security levels

committed a gib animation fix for Sieve (todo: make custom gib animations for simple_animals/metroids)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2750 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-20 05:55:24 +00:00
uporotiy
c48b97519e Spells can now be based on the variables of their holder for cost. This allows cool things like a spell that deals 20 fire damage to you when you cast it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2717 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-17 10:46:04 +00:00
uporotiy
3f5b76aff0 Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-14 16:38:46 +00:00
baloh.matevz@gmail.com
fe49e1c149 Okay in relation to the previous commit r2391 muting is now tied to clients and not mobs. So if you get muted as a human and then die and change into a ghost you will no longer 'loose' your mute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2392 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-19 13:05:36 +00:00
baloh.matevz@gmail.com
de944a135c - The admin-mute verb and mute option in the player panel now makes the mob unable to speak in everything except for adminhelps and admin private messages.
- The player panel now has a Compelte mute option, which mutes everything including adminhelps and admin pm-s.
- A person who is muted will now be informed he is whenever they try to speak/OOC/etc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2391 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-19 12:49:02 +00:00
vageyenaman@gmail.com
058ddea1b6 Bugfixes:
◦ Some head gear (nurse masks, kitty ears...) no longer block CPR. (Issue 167)
     ◦ DNA Scanners no longer attempt to empty their contents whenever something enters them. This fixes the issue with constructed scanners puking out the circuitry they were made with. (Issue 169)
     ◦ You can longer /me emote when you've been paralyzed by Zombie Powder. (Issue 168)
     ◦ Fixed some problems with MMIs / Robots / pAIs being able to understand eachother.


◦ You can put items, that are not clothing/under or clothing/suit, on food trays. How it works is it loops through all acceptable items in the location and adds them to its overlays and a special list variable. I had to change the way mob/drop_item() works a bit. Trays have a maximum capacity, and items of a larger w_class take up more capacity.

◦ Slippery items like banana peels and soap have been nerfed significantly.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2335 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-09 03:45:25 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
500ccd462d Just a bit more work on the space movement and added a few more blob icons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2312 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 07:03:42 +00:00
mport2004@gmail.com
995fb5f788 The clown's new name may no longer be things like floor or wall and it now checks nonhuman mobs for duplicate names.
Cleaned up Move() a bit still needs some work.
To help balance them a bit Cyborgs may no longer pick the standard iconstate unless they are the standard module.
Might have fixed space wind.
Donuts added to the secbelt item list. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2304 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 12:16:57 +00:00
baloh.matevz
517dd55abe - Made a beta version of the new DblClick() proc. As per my testing it is far more efficient than the old one. The click-proc is ready for ingame testing. To initiate a test, use the "Toggle NewClickProc" verb if you're a game admin or game master.
- The following procs have been added: ismetroid() ispAI()
- Using the new click proc adds support for the following new procs: attack_robot(), attack_ghost(), attack_admin(), hanr_r(), hand_m()

Proc description:
- attack_robot() is the proc that gets called when a cyborg clicks on any atom without having a module selected. It defaults to attack_ai() and for the moment always calls the default as there is no separation.
- attack_ghost() is the proc that gets called when a ghost clicks on any atom. It defaults to examine()
- attack_admin() is the proc that gets called when a ghost with admin status clicks on any atom. It defaults to attack_ghost()
- hand_r() is the proc that gets called when a restrained cyborg clicks on any atom. It defaults to hand_a(), which is the the proc for a restrained AI, whatever that means.
- hand_m() is for when a restrained metroid clicks on an item.

Please note that the new click proc drops support for the HEAL mutation. Let me know if this mutation is important. All I can tell you is that it doesn't belong in this proc.

- Moved the mob/Delete() proc to mob.dm. Doubleclicking /mob in the object tree will now throw you to mob.dm instead of some random datumvars.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2256 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-23 19:48:06 +00:00
mport2004@gmail.com
a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00
mport2004@gmail.com
c471fde2f9 Fixed cyborg rev heads counting as living and still being able to flash people.
Normal revs that get borged will be unrev'd.
Added a cooldown to the captains message system.
Cleaned up the Coms computer slightly.
Fixed a few runtimes.
More blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2207 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-16 05:52:10 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
baloh.matevz
5834c940e6 - Ian now chases food and eats it if he can.
- isanimal() and iscorgi() procs have been added
- attack_animal() added for all atoms, called when an animal attacks (clicks on) an object within range.

- attack_animal() proc added to food. Simple animals don't process reagents, meaning they can eat anything whatsoever. Corgis can take 5 bites out of any type of food. Ian will chase the food himself, regular corgis won't due to lag concerns.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2183 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-12 05:25:55 +00:00
uporotiy
85c563f00d I made a derp.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2121 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-05 03:26:48 +00:00
uporotiy
5b26d70a5c Stammering reworked a bit.
You now hear the ghosts again (as in sounds and flavour text), just not discern what they're saying.
People with aliens inside them can no longer suicide.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2112 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-04 19:41:23 +00:00
mport2004@gmail.com
e98a7893fa The various assemblies should be working now.
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors. 
Changelog updated


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-05 07:42:24 +00:00
vageyenaman@gmail.com
0f3e6df66f Added in speech bubbles. By default, they are off. You have to go to the character setup window and toggle them on in order to see them.
Made it so the last exclamation mark when a silicon player exclaims something is not filtered out.

Removed xenomicrobes and wizarditis from metroid core reactions. Replaced xenomicrobes with Retrovirus.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1967 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-02 20:39:44 +00:00
mport2004@gmail.com
dd645687de Choking will no longer cause almost instant knockout.
The item strip window will no longer steal focus and refresh every second.

PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest

Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-01 05:55:02 +00:00
mport2004@gmail.com
2224916ab9 Just some general cleanup
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player

Bugfix
People spawning on the starting screen on rev/cult should be fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-31 21:31:00 +00:00
vageyenaman@gmail.com
320ef1dd22 New virus called Retrovirus. It scrambles your UI and SE after a certain stage.
Implemented CTRL+DIRECTION KEY to face a direction.

Tweaked some drink icons.

Added in two new icon_states to genetics.dmi. It doesn't do anything yet, but I might toy with them later on.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1954 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 18:57:37 +00:00
vageyenaman@gmail.com
b0e69dcd99 Bugfixes:
Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!

     Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.


Sounds:
     I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.






git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 20:57:21 +00:00
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
Admin changes:
     Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.


Gloves:
     You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.


Bugfixes:
     Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.

     I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).


Chemistry:
     Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him! 

     In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.


Have fun with that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:37:21 +00:00
vageyenaman@gmail.com
ccb08dbc72 Minor changes:
- THE HULK CAN BREAK THESSSEE... CUFFSS... NAAAAAAUURRRRRRRRRGHHHHHHHHHHHHHHHH!!!!!!
     - Tables are no longer effected by magnitis. Because it's damn stupid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1840 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-12 21:55:21 +00:00
vageyenaman@gmail.com
4d60c67d1a Viruses:
For some reason, viruses were being "cured" just a bit too fast. I lowered the rate which a virus advanced through stages. I also fixed vaccines; they now actually cure viruses as well as providing immunity to any further infection. 


Metroids:
     The beginning of my Metroid ranching phase; Metroids may now, theoretically, be tamed to an extent. Baby Metroids are suceptible to simulated discipline, meaning if you beat them over the head with a toolbox for trying to eat your fellow scientists they will probably get the message. This also works when you're trying to wrestle a metroid off of someone's head. Additionally, they may also identify who the people who feed them are and in a situation where they have to fight to defend themselves or eat, they will spare their "friends". This is a pretty big AI change, so if you see any bugs please report them immediately!

     Metroids can also "vent-crawl" like monkies, but fully-grown adults are too big to do this. NPC Metroids will never vent-crawl. 


Weapons/Guns:
     A lot of you are going to like this one; you can no longer shoot yourself with your own gun! This happens sometimes when the game lags up for a bit, but no more!

     Additionally, you can now shoot people who are on the ground simply by clicking them. I can only imagine how easy this will make being an officer (or traitor/syndicate) now. This applies to both handheld guns and mecha weapon installments.


Xenobiology:
     Scientists now, hopefully, have proper Xenobio access. Metroid dissection has been slightly changed; you can extract Metroid cores from dead Metroids no matter where you're aiming. You will not see me talk about metroid cores anymore because they're a secret. I haven't done anything with them yet, however.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1813 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 22:11:46 +00:00
vageyenaman@gmail.com
5834080257 Some Metroid-related stuff. They now properly react to temperature changes and die VERY rapidly in space and cold environments. Protip: everything "cold" or "cool" hurts them! Try spraying them with water, injecting them with frost oil, etc!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1798 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-07 23:36:27 +00:00
vageyenaman@gmail.com
eee36e4f7e Okay, this is a pretty big revision!
Viruses:
     The virus system was COMPLETELY reworked.

     Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.


Turrets:
     Fixed some lingering bugs that would bog down the global event processor.


Changelings:
     People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.


Miscellaneous:
     I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 04:00:25 +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