Added CC-Nanotrasen, an IRC bot made by Skibiliano and given to us by him under CC-BY-SA 3.0 licensing
WHAT DOES THIS MEAN? It means all servers running this SVN now have the option to use an easy to configure IRC bot capable of relaying adminhelps from ingame to the server/channel of their choice.
- Runs on python 2.6 scripts with psyco support
- Relaying can be toggled from config.txt (so you don't runtime with every adminhelp if you decide not to use it)
- Comes with a bunch of other useful and fun tools too
- Added a new global proc, send2irc(msg,msg2) YOU'LL NEVER GUESS WHAT IT DOES CONSIDERING WHAT I JUST MENTIONED
----msg and msg2 are just what text gets relayed to irc, separated by a |, for instance send2irc(hello, world) would come out as
"CC_NanoTrasen: Hello | World
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2783 316c924e-a436-60f5-8080-3fe189b3f50e
Because refrigeration serves a purpose now, the kitchen cold room freezing unit is turned off by default. Chefs should remember to turn the freezer on at the start of their shift.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2781 316c924e-a436-60f5-8080-3fe189b3f50e
- atom.forceMove() proc. Ignores density and other Move() restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class
- anyprob() helper proc.
- Mecha internal damage vars encapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2780 316c924e-a436-60f5-8080-3fe189b3f50e
Now, instead of "<Victim> has been shot by the <projectile>", it's "<Victim> is hit by the <projectile>".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2779 316c924e-a436-60f5-8080-3fe189b3f50e
Right now you can't do anything them other than capture people (and talk to them if you're near the stone)
Added a new belt variety that can only hold shards. Still needs its own sprites.
They currently do not spawn anywhere/are admin only.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2777 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed issue 270
- Changelings now have an "isabsorbing" var to prevent spamming absorb for free chems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2766 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a missing tile on the salvage shuttle.
Reverted it back to cultists getting one random word each because I broke something apparently.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2763 316c924e-a436-60f5-8080-3fe189b3f50e
The Staff of Change no longer works on dead targets (to prevent resurrection when the new mob is created and the ckey transferred).
The Staff of Change can now cause a mob to change into a human (and a chance for said human to be a lizardman/metroidman/plantman/golem/normal human)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2756 316c924e-a436-60f5-8080-3fe189b3f50e
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
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
The blue version functions as wizard robes and spawns on the wizard's shuttle, the red versions replace the old cultist robe sprites.
Cultists now each start with join/blood/self instead of one random word each.
Cultist supply talisman now has five uses and can spawn armor talismans.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2749 316c924e-a436-60f5-8080-3fe189b3f50e
Instead, the spellbook simply starts with an extra use. This will save you the trouble of re-memorizing if you do not want to take ethereal jaunt.
Put an Ion Rifle on the nuke ops shuttle which will hopefully help with nuke teams getting routinely destroyed by sec borgs.
Fixed a wizard spawn message which referred to a no longer existing item (it mentioned "two" artifacts in your pockets,though you no longer spawn with a scrying gem)
Added Magus Helm sprites/object, which as of now does not spawn and is just an alternative wizard hat (counts for spell requirements).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2743 316c924e-a436-60f5-8080-3fe189b3f50e
Can now build Staff of Change turrets
Staff of Change onback sprites added, Staff now fits onback.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2742 316c924e-a436-60f5-8080-3fe189b3f50e
The Wizard Spellbook has a new subsection: Artefacts. Artefacts are items with special properties that the wizard can purchase as an alternative to spells (one artefact costs as much as one spell)
Currently the only Artefact is the Staff of Change, more to follow.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2739 316c924e-a436-60f5-8080-3fe189b3f50e
moved cloning-related computers to a new dm in game/machinery/computer/
switched dna modifiers from machinery/ to machinery/computer
fixed issue 243
fixed a bug that using a screwdriver on a teleporter beacon would move the beacon in your hand and make the screwdriver unusable/undroppable
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2734 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new projectile "bolt of change."
When struck by a bolt of change, a mob will be randomly transformed into one of the following:
-Alien (Drone/Sentinel/Hunter)
-Metroid (Adult/Baby)
-Cyborg
-Monkey
The staff is admin only as of now.
Fixed some bits on the salvage shuttle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2731 316c924e-a436-60f5-8080-3fe189b3f50e
If you want to work on it and test it, just make a new dmi with the ratio of 48x48 pixels and then open code/defines/world.dm and add the following line to /world
icon_size = "48x48"
Assign the new dmi file to the objects you're using and compile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2718 316c924e-a436-60f5-8080-3fe189b3f50e