-Forgot to add the staff of animation to the list of available spells. Fixes a runtime.
-Gave the clown the under-used water flower which squirts a unit of water.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5261 316c924e-a436-60f5-8080-3fe189b3f50e
Artificers no longer have delay on spells, but can't create R-Walls
Carp attack damage is now 15 flat, having a chance to deal only 5 makes them far too weak.
Bears now actually have an attack value higher than zero, so players keyed into the bear can attack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4672 316c924e-a436-60f5-8080-3fe189b3f50e
-Added obj/effect's to update what the AI can and cannot see. Resin walls and smoke can block vision.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4619 316c924e-a436-60f5-8080-3fe189b3f50e
- Being inside a wrapped locker no longer delete you when you resist out of it. Fixes Issue 596
- Resisting out of a locker now takes longer then 5 seconds
Certain spells can no longer be cast on z2
- 'walk through wall' spells are disabled to prevent people from getting to centcomm
- 'construct turf' spells are disabled because turfs in transit space crash the server
get_contents()
- Now recursively runs through a mobs contents for items and should actually find everything.
- Now take package wrapped items into account.
check_for_contents() now simply calls get_contents() to generate a list instead of using copy/pasted code from get_contents().
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4064 316c924e-a436-60f5-8080-3fe189b3f50e
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.
- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).
- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.
- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.
- New telecomms bus mainframe sprite, thanks to WJohnston.
- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.
- A couple of minor bugfixes here and there, along with some code tidying.
Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
Cult walls can now be reduced to said girders.
Artificers can now create cult floors with a new
Added the damaged cult floor sprites by Ausops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3466 316c924e-a436-60f5-8080-3fe189b3f50e
Made the range on Artificer 0 so the shell will spawn under the user.
Wraiths can now see in the dark.
Moved the emergency storage near arrivals to replace chem storage, put an art supply storage where the emergency storage used to be.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3332 316c924e-a436-60f5-8080-3fe189b3f50e
Wraith phase shift is a bit longer so you can actually get through the entire wall when BYOND is lagging. Wraith has new sprites from TankNut
Juggernauts minimum damage was raised
You can now tell if a construct is wounded by examining it
Simple animals (constructs, Ian) can now see their health in the Status tab
Added spells for summoning soulstones, walls, r_walls, and a lesser version of the spell for summoning construct shells
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3161 316c924e-a436-60f5-8080-3fe189b3f50e
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
/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
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