Lowered the lifespan of the forcewalls created by the spell Shield
Changed the "Relentless" var to "nopush" by Urist's orders (no mechanical change, but a technical name rather than a fluffy one)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3055 316c924e-a436-60f5-8080-3fe189b3f50e
Added the Wraith construct, a faster, more fragile construct which has a lesser version of Ethereal Jaunt. It too is vulnerable to bibles.
The Chaplain is now immune to blood boil, stun talismans, and cult blind/deafen
Constructs are finally creatable by using a full soulstone on an empty construct shell. The creator will be able to choose which kind of construct is created.
Cultists can get construct shells from their supply talisman
Wizards now get the spell "Artificer" which allows them to create construct shells for free when they select the soulstone belt.
Medical Borgs are now relentless to prevent them losing hold of incapacitated patients.
Added the Artificer (conjure construct shell), Phase Shift (lesser jaunt), and Shield (lesser forcewall) spells
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3054 316c924e-a436-60f5-8080-3fe189b3f50e
Changeling genome requirement lowered from 8-12 to 6-12 (APPROVED BY MUSKETS COME AT ME URIST)
Regen stasis now heals cloneloss (in case you suffer a metroid accident)
Added a "summon creature swarm" spell for later use in cult.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2565 316c924e-a436-60f5-8080-3fe189b3f50e
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
/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
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
Tasers and lasers now drain twice as much battery per shot
EMP bursts now do 60 damage to cyborgs as opposed to 25
Guns:
Added the three Desert Eagles by Cheridan, none spawn on map currently
Added the sprite for the Ion Rifle by Falazameer, but it does not have any EMP effect yet/the code is unfinished
Wizard:
Finally fixed it so the wizard gets Lasers/Hulk instead of Laser/TK
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2174 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
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
Explosions will delay a bit longer before allowing powernet rebuilds.
Removed the Ionstorm Command reports at Urist's request, he said he would add something later.
Added dust storms to meteor mode.
Fixed most of the runtimes in the latest log.
Wizards mind_transfer now needs his robes, this prevents the constant body swap mess.
Z 1 lost all of its areas sometime in the last two revs. I think I got everything back in place but would not mind if a mapper took a look.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2037 316c924e-a436-60f5-8080-3fe189b3f50e
Guns:
The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!
Miscellaneous:
I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
Object spells - fixed two minor bugs. Added the possibility of making a critical failure effect for the spells.
Singularity beacon - added to traitor spawn list. Must be screwdrivered to the floor before you can activate it.
Singularity - optimised the code a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1709 316c924e-a436-60f5-8080-3fe189b3f50e
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed teleporting randomly on clown planet z level (with hand tele). Probably won't work on extended but who cares.
Some misc improvements to code words.
Cut down on the amount of chloralhydrate in the sleepypen since it was fatal, apparently.
Fixed observing. Entry shuttle starts with less sleepers than before.
Some more wip stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1670 316c924e-a436-60f5-8080-3fe189b3f50e
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
Added a direction finding algorithm for target, get_dir_to(). Mostly useful for positioning sprites in relation to a target. Such as energy beams, lines, and so on.
Changes to ninjas. Fixed a bunch of bugs and finished content. It is now possible to drag people with you when phase jaunting/shifting. Jaunting/shifting should also kill livestock, huggers, and damage mechs.
Renamed /obj/spell path to obj/proc_holder/spell in order to have a generic proc_holder category. For now it only works for the AI but can be expanded to other mobs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1566 316c924e-a436-60f5-8080-3fe189b3f50e
Added trigger spell, which basically activates two or more spells at once. Used that to fix fireball and blind to what they were pre-change (not code-wise, but the same for the end user).
Projectiles aren't limited to default spells now.
All spells now use a user argument (=usr by default) instead of usr.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1474 316c924e-a436-60f5-8080-3fe189b3f50e
Completely revamped the classes, it's even more streamlined now. Got a few bugs and tweaks (namely, blind doesn't work, fireball got buffed up as compensation for not dealing additional damage to the target), but it's okay, since nobody uses those anyway.
Fixed the bug with emagged borg laws.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1465 316c924e-a436-60f5-8080-3fe189b3f50e
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
Various bugfixes for cult.
-raised and manifested are cultists
-you cannot use target for sacrificing
-free a cultis frees from muzzle, closets, pods
-removed unused files.
Added satitize() to emotes.
Extended and Random were returned to Game Panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a few bugs. v1.1 will involve reworking the classes because disintegrate being only a few var-edits away from heal is silly.
Admin-controlled objects now pass through dense things if they themselves aren't dense.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1419 316c924e-a436-60f5-8080-3fe189b3f50e
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
- New "empulse" proc. Works similarly to "explode" proc. It triggers the "emp_act" proc on everything within range. emp_act are effects similar or identical to the effects of the emp grenade. Any major changes to emp effects listed below. Note: EMPs now affect items in your backpack.
- New admin right-click command: EM Pulse. You can create an empulse at the desired location with a size you choose. Similar to Explosion command.
- disable device spell, emp grenade, and disable tech rune all use empulse now.
- New "disable device" spell datum added.
- EMP'ed gas canisters no longer drain the station of power.
- When a borg is EMP'ed, all objects in their module get their emp_act proc triggered.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1018 316c924e-a436-60f5-8080-3fe189b3f50e
- Very flexible - you can edit some of the spell's vars on the fly, or hardcode variations of the core spells.
- Everyone can access it - you could even have observers with spells.
- Slightly better UI - no longer will the spell verbs blink in and out of your verb panel.
1.0 will convert the existing spell sources (ie wizard spellbook) to this system and convert the last two spells to it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@860 316c924e-a436-60f5-8080-3fe189b3f50e