Commit Graph

288 Commits

Author SHA1 Message Date
baloh.matevz
9bcfa08d44 Some additional logging added for bans, unbans, job bans, and job unbans.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2474 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-02 04:46:37 +00:00
mport2004@gmail.com
67d4ceffb0 Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.
The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-12 23:00:48 +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
bbusse@gmail.com
7f7eb8dee4 Tension Report
Adding a reporting function, available in the debug menu, which tracks some crude statistics for the current round and attempts to estimate the round's current level of stuff happening (or lack thereof) for more consistent and focused badminnery.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2329 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-05 02:00:41 +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
baloh.matevz
98338e8c14 A sound will now play when admins receive adminhelps. By default this is disabled, but any admin can enable it by using the 'toggle adminhelp sound' verb. Note that it will revert to not hearing sounds when a new round starts.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2286 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-28 22:52:48 +00:00
baloh.matevz
00d055d7f6 - Moved another proc from datums/disease.dm to mob.dm so doubleclicking /mob actually gets you to the mob's definition.
- Two new admin verbs. "toggle hear radio" and "toggle hear deadcast". These don't care if you're a ghost or what you had for breakfast, they work because they're tied to your client, not your mob. To non-admins it might seem silly that this is needed but when dealing with multiple adminhelps you don't want text to move at lightning speed, so anything that you can disable is good.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2259 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-23 22:47:00 +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
b13ecf6254 Added Derp's jump_to_dead_group proc.
Uncommented out the warn verb.
Derelict areas consolidated a bit to remove some of the APCs.
Cut around 30 air groups including 3 that would go inactive shortly after round start.
Prison station started as a simple pipe remap because the pipes were so messy in there and ended with an overhaul.
Altogether the pstation is slightly smaller.  
Observation room replaced with more windows and a few space tiles to make people actually have to work to break out without tools.
Most of the interior R-walls replaced with normal walls.
Pstation shuttle width increased by 1 tile granting 3 more tiles to stand in.
Vending machine placed inside the prisoner room so they can eat if needed.
Cells interior doors removed to cut down on the number of vents needed,  if you want to lock them in just shut the firelock and weld that.
Pstation solars shrunk slightly and don't fully block access to the back of the pstation.
It likely still needs a few tweaks and I might redo the pipes again later.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2254 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-23 09:41:06 +00:00
mport2004@gmail.com
676a64bacb More blob work.
You no longer have to be naked to be put into cryo or the cloning machine.  This should make genetics slightly less messy.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2242 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-21 07:21:17 +00:00
baloh.matevz
80ed72e1dd Admin verbs updated some more:
Give spell, make space ninja, godmode, build mode and gib are no longer verbs. They have been moved to the view variables panel. Attack log was removed as a verb. Please use the view variables panel to see the attack log.
screenshot: http://www.kamletos.si/admin_verbs.PNG

In addition "explosion", "em pulse", "gib", "make space ninja" and "give spell" now have confirmation boxes or the ability to cancel

Okay, so if there are any requests for verbs to be restored (keyboard-admins) please contact me and we'll arrange something.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2237 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-20 21:24:07 +00:00
baloh.matevz
c586e285f7 - edit variables and mass edit variables removed as verbs, merged with view variables
- explosion and emp verbs removed from objects. They are now in the options in view variables for all objects, mobs and turfs.
Screenshots:
http://www.kamletos.si/object%20admin%20verbs.PNG
http://www.kamletos.si/object_variables.PNG
- Marking objects now gives you feedback on the view variables screen. It also refreshes the screen.
- Warn, prison and unprison verbs removed. Prisoning can be done via player panel. (show player panel verb of the X in the 'player panel' verb. Damn these names, confusing.)
- Banning now has a cancel button on all input screens.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2236 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-20 19:13:24 +00:00
baloh.matevz
7e73121ecd "get key" verb for admins
Also fixed runtime errors related to the new 'mark object' thing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2227 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-19 06:12:00 +00:00
baloh.matevz
470813997b I know we should have had this forever but we didn't... Banning, unbanning and editing bans (both the regular and job flavored) is now logged into a separate file. (data/ban_unban_log.txt)
Also removed two unused variables from Runtime the cat.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2202 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 23:42:46 +00:00
mport2004@gmail.com
81c68898ae Fixed a few runtimes
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:30:07 +00:00
baloh.matevz
932c88afc5 Admins now have a 'prayer visibility' verb, which allows us to toggle whether prayers are displayed to us or not. In addition only trial admin and higher can now see prayers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2181 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-12 00:56:32 +00:00
mport2004@gmail.com
b471da4ed4 The modified Changeling mode should end properly now.
Tracking implants can now be used to message the holder.
Mini Readme update.
Explosive implants will explode when the host dies.  Might try and wrap these into nuke or as a new traitor item.
Added a play local sound proc.
Fixed most of the runtimes in the latest log.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2074 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-30 07:29:59 +00:00
mport2004@gmail.com
ed93b992c4 H/E pipes once again do H/E things
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally

Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used.  I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-19 06:11:28 +00:00
mport2004@gmail.com
8c4eba4e04 Seems I forgot to actually put this one back into the list when I was moving things around.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2019 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-16 17:35:34 +00:00
mport2004@gmail.com
c03b746cc1 Recoded flashbangs/empnades slightly.
AIs now have a 50% chance to actually get the sender correct if they intercept a PDA message.
Moved Paint and DNAInjectors into their own files
edit_player renamed to show_player_panel 
Cleaned up the grille code a bit


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2007 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 21:57:09 +00:00
mport2004@gmail.com
bfe1a4fb4a Added an alert to the controller button. Be wary of pushing that thing unless you are sure that it has actually crashed and is not just running slow.
Other than that just a few minor fixes


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1998 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 13:01:34 +00:00
polyxenitopalidou@gmail.com
ca7aa9431c Readding restartcontroller verb that Mport removed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1997 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 11:42:34 +00:00
mport2004@gmail.com
6980602e24 General:
Flamethrower construction code cleaned up.
Signalers on doors should work fine now.
Changelog Updated.

Weapons:
Xbow radiation has been lowered from 100 to 20 and it has a 5% chance to do no rad damage

Admin:
Attempted to clean up the code a bit
Commands Removed/CommentedOut:
air_status,  radio_report,  toggletintedweldhelmets, modifytemperature, givetestverbs, restartcontroller, fix_next_move, Cell
Renamed: 
edit_memory - show_traitor_panel
un\stealthadmin - show/hide_verbs

Cargo:
Engineering crates cost 10 and contain: 1 mechanical toolbox, 1 electrical toolbox, 1 glove, 1 toolbelt, 1 vest, and 1 hard hat.
PowerCell crates cost 10 and contain: 1 electrical toolbox, 2 wire coils, 2 power cells, and 1 high power cell.
Water/Fuel tank crates cost 15 and contain: 1 water tank and 1 fuel tank.

Cyborg:
Fixed the open cover icons
To override a cyborg's laws you must emag it when the cover is open
Emags can now unlock the cover

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1995 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 06:21:57 +00:00
Superxpdude@gmail.com
74e0001426 Added in most of the code and mapping for syndicate deathsquads, unfortunately I can't get the shuttle to work properly so for now the button is commented out.
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.

Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 23:50:57 +00:00
vageyenaman@gmail.com
c9d1e3452f I ain't gonna lie, this is a pretty big revision.
Chemistry:
     I added a new variable to each reagent called "color". It's a hexadecimal string used to give a reagent a unique color for use in future shenanigans that are in development atm. Updooted the Chemistry-Readme.dm file to include some other variables I included into the recipie system as well as this new color variable. Implementing these colors is still an ongoing effort, and yes you will be able to "blend" these colors.


Viruses:
     Nothing has been CHANGED (yet) but there is some framework for a new virus system to work alongside our current one, special thanks to Googolplexed of Baystation 12! If this weren't tied to some other things I changed, I wouldn't be committing this in the first place. While experimental, you shouldn't even notice this exists.


!!BUGFIXES!!:
     Wow, there's so many I'm having a hard time keeping track of it all!

     A bunch of runtime errors were hopefully fixed. There were some problems with slicing stuff spitting out runtime errors because an istype() was missing. The same goes for ritual tomes and some other things. Medical cyborgs were also fixed: their pills will now recharge properly and stop spitting out atrocious runtime errors. 

     It was intended for it to be possible to shoot people on top of Mulebots, but a runtime error always cut the proc off before it could execute. This has been fixed.

     There are probably some other things I'm missing, but all in all, that's about it for the bugfixes.
     


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1905 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-22 22:42:59 +00:00
musketstgstation@gmail.com
22ec2a84ad BY CONSENSUS OF THE ADMIN TEAM:
Music buttons and song files removed.
Consequently, bananaphone kitchen recipe removed.
This saves over 10MB from the resource download, making it go faster for everyone and reducing lag.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1881 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 17:46:20 +00:00
rastaf.zero@gmail.com
84d92a111e New sprites for hydroponic tray (belongs to Farart).
Fixed some typos.
Categorized some noncategorical verbs.
Badmins and trial admins now can use "select equipment" verb.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1770 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 05:25:16 +00:00
rockdtben
f0155a6b2a Power Magnets Optimization #1
Currently removed all instances of makepowernets() and update_network() (Update network just called makepowernets()) from cable.dm.

All actings regarding cables went from 0.5 to <0.08 per call.

-Added a verb in the debug panel called Make Powernets. This calls makepowernets().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1729 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 16:25:55 +00:00
rastaf.zero@gmail.com
4945fdd2a9 TEMPORARY JOBBANS. By Lagius.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1725 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 13:43:49 +00:00
rastaf.zero@gmail.com
f639ece55d Update for game masters:
-Right click commands "Make robot/alien/ai/monkey" moved to "edit player" screen.
-Right click commands "Make traitor/cultist/changeling/etc" moved to "edit mind" screen.
-- note: currently the only way to humanize monkey is to use "edit mind" screen.
-Added right click commands showing "edit player" and "edit memory" screens.
In light of an incoming tournament on ss13.ru I have added "Select equipment" right click command. It allows to instantly dress mob as you wish. Coders, feel free to add more dress packs, like "centcom inspector", "space pirate" and so on.
A strange command "list_occ" now called "List free slots" and shows unoccupied jobs.
Added golden cup, sprite belongs to Farart.

You can now take a power cell from charger even if there is no power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1724 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 11:30:05 +00:00
rastaf.zero@gmail.com
7107193778 Guns partially fixed:
- you can now safely put guns on balse and in containers
- you cat beat people woth gun without shooting
- detective's revolver returned to his office.
- aliens now cannot use guns.
A bit of cosmetic changes to code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1710 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 13:46:20 +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
noisomehollow@lycos.com
835118fa49 Ninjas are now a random event. They may appear in most game modes after about an hour, with an assigned objective list.
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-20 05:22:41 +00:00
noisomehollow@lycos.com
1dfe1cda8e #Fixed Chaplain hoodie sprite.
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 18:10:53 +00:00
only.lurking@gmail.com
eae5eb169e pAI suicide verb renamed to avoid conflicts with existing suicide verb - should function for non-admins now.
Admins playing pAIs should no longer have their pAI interface appear every time they send or receive an Admin-PM.
pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI.
The Player Panel now lists pAIs below humans.
Added a new admin command : Make pAI. Allows admins to manually spawn a specific player as a pAI at a given location.
PDAs and pAI devices pass emp_act()s into their contents list, largely to allow pAIs contained within to respond properly to EMP bursts.
pAI now understand brain/MMI speech without the aid of a Universal Translator.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1656 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-03 23:12:55 +00:00
noisomehollow@lycos.com
1d8dea2337 AI's that do not name themselves after 20 seconds will default to their starting name.
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
2011-05-11 02:01:30 +00:00
panurgomatic
94feec379e - Game masters and Game admins can view server .log file using "Show Server Log" command in Admin panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1538 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 15:05:32 +00:00
uporotiy
f05a9843af Hydroponics
Fixed bug with mutated plants not being harvestable.
Added glowshrooms. They (maybe) glown in the dark. To get their seeds, you need to hack the seed machine. They're pretty straightforward. To plant a glowshroom on the floor, you need to click it while it's in your hand.
 Badmin
Added a "Honk" button.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1515 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-01 20:19:18 +00:00
morikou@gmail.com
b06cc3ee34 Two new microwave recipes:
- Tele Bacon: Requires one piece of meat and a remote signaler. It is delicious and may allow 

people to teleport to your location.
- Banana Phone: Requires a banana, a radio, and 5 units of psilocybin. Basically an edible radio. Eat at your own risk (MAY CAUSE HOMICIDAL URGES, NOT LIKE THAT IS ANYTHING UNUSUAL).

On a totally unrelated note:
- Banana Phone (full version of the song, not the short loop version) can now be played via the "Banana Phone" fun admin command. It only runs once.
- Fixed a potential runtime error in the juicer code.

DRINKS!
- Potato juice added, produced from putting a potato in a juicer.
- 10 Potato Juice + 2 Enzyme = Vodka
- 5 coffee + 5 sugar + 2 enzyme = Kahlua

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1484 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-21 17:52:16 +00:00
rastaf.zero@gmail.com
ef23794506 Fixed runtime error with changeling gibbed by alium larva.
Added sanitize() to naming the buffers in DNA machine and to alien whispering.
Added 0.5 sec timeout for BANG BANG.
Added drinking glasses to the Dinnerware vending machine.
Update from Nikie:
Verb Reload Admins rereads admins.txt
Parameter sql_enabled in config. Prevents spam when sql is not installed.
NOTE FOR HOSTERS: it is currently ON in code (i.e. behavior is unchanged yet), you have to add SQL_ENABLED to your config.txt during next week. Thanks for your attention.
Fixed "Delay" command.
Messages for help intent are gender-aware now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1463 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 18:09:30 +00:00
rastaf.zero@gmail.com
03e677a807 Monkey mode now wont list name->key after the end of round.
Monkeys during monkey mode can use detective's revolver wearing hat and suit (without uniform).
Fixed some runtime errors.
Added ability for admins to disallow connecting for guests.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1395 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 17:01:58 +00:00
noisomehollow@lycos.com
539982ffa7 Updated ninjas. They now have three basic abilities, teleporting quickly (direction facing), precise teleporting (turf), and throwing smoke. No energy requirements or some other stuff at the moment.
Death Squads are now limited to Game Masters.
Ninjas can now be called by anyone above Trial Admin... or whatever it's going to be called.
The Mind Swap spell will not affect ninjas.
Corrected ninja names and titles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1332 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-01 23:49:10 +00:00
noisomehollow@lycos.com
9a0ee1315a Space ninjas are now a thing that is in the game. Admin spawned only at the moment under fun, usable by host/Game Master. They don't come with any special powers (besides kickass equipment and being a ninja, c'mon) but I'll probably add some later. They are immune to facehuggers.
I've also divided their suit into parts as outlined in some topic I forgot about.
When ninjas spawn, they start in a location for space carp (in space). Getting to the station may prove somewhat difficult at this time.
Commented out the Voidsuit until it has unique sprites since I changed the ninja suit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1327 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 22:17:35 +00:00
baloh.matevz
4485874260 Renamed the admin ranks which were set as placeholders:
- Admin who sinned renamed to Badmin
- Admin observer renamed to Moderator (the rank won't be used anyway)
- Punnished Admin renamed to Admin observer (as i sorta switched these two around by accident)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1322 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 05:08:55 +00:00
baloh.matevz
c9f792af00 Punished is spelled with one n :(
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1319 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 03:25:22 +00:00
baloh.matevz
c34592100b SCAREDOFSHADOWS READ THIS ONE!!!
HOSTS OF OTHER SERVERS, READ THIS ONE TOO!!!!

Administrator ranks renamed:
- Host => Game Master
- Coder => Game Agmin
- Shit Guy => Admin who Sinned
- PA => Trial Agmin
- Administrator => Agmin Candidate
- SA => Temporary Agmin
- Moderator => Agmin Observer
- Filthy Xeno => Punnished Agmin

Promotion and Demotion ingame can now only be done by Game Admins and Game Masters.

THIS COMMIT INCLUDES THE NEW admins.txt FILE FOR TGSTATION. IT USES THE NEW RANK NAMES. ALL OTHER SERVER HOSTS ARE TO UPDATE THEIR ADMIN FILES TO THE NEW RANK NAMES WHEN THEY UPDATE PAST THIS REVISION. Don't yell at me, as if I didn't tell you in caps...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1318 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 03:21:58 +00:00
n3ophyt3@gmail.com
5226b39e3e I'm not entirely sure how or why ghosting broke, but it should work again. My testing indicated that attempting to ghost via the verb wasn't even calling the proc. Shunted adminghosting to a seperate proc that lacks the deadedness check since the adminness check was seemingly the source of the fuckup.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1314 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-30 23:16:54 +00:00
n3ophyt3@gmail.com
9e50fd8e96 MMI update the third and fourth. Barring some big huge bug that didn't turn up in my testing to make sure shit works, the MMI is ready for showtime.
If you're wondering why updates third and fourth happened together, in update the third I redid how brains work, and I was halfway to committing it when I realized "wait, if I upload this now, everything that uses the brain will cause fuckups".

Notable changes:
When your brain is cut out, instead of your client hanging around inside your now brainless and more or less useless body, it it shunted into the brain object, similar to an AI in an intellicard.
While not in an MMI, your brain is "dead", deathchat and all. When stuck into an MMI, you spring to 'life', allowing you to talk to whoever stuck your brain into the thing. It occurs to me while I'm typing this up that it would be very easy to abuse this communication between life and death by slapping brains in and out of MMIs. DO NOT DO THIS OR THE ADMINS WILL HATE YOU AND DO MEAN THINGS TO YOU.

Life in an MMI is pretty boring, so you should yell at people until they stick you into an AI core or robot frame to give you something to do. I know the MMI was originally thought up as a mecha interface, but I haven't gotten around to looking at the mecha code to figure out how to hook it in yet.

I suspect there's going to be howls of "WHY DO YOU HATE ROBOTICISTS" over this next part, but the MMI itself is an R&D-researched object, with a biotech level of 3. That said, the station starts with two of them in the operating room (to get the research level up if nothing else), and they are producible at the protolathe AND the mecha fabricator (since they will eventually get to plug into a mecha.)

Known issues: The MMI is SUPPOSED to pop out of a cyborg with the player attached when the cyborg goes pop, but it didn't in my initial testing, simply ghosting the borg as they already do. Will work on this as I have time, but what with having to go to work these days, I have somewhat less of that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1311 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-30 02:42:54 +00:00
rastaf.zero@gmail.com
571db15490 Medical belt is finally in code (made by errorage, forgotten by errorage).
Pill bottles now can fit in containers (and pockets).
Moved remained adminverbs from Commands tab.
Map debugging tools tab is hidden, use verb on debug tab to show.
Singularity's EMP now won't spam in adminlog.
Revolutionaries now cannot deconvert themselves.
Cutting camera now leaves fingerprints.
Fixed some runtime errors.
Unckecked file that microvave forgot to add under svn.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1277 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-25 23:16:32 +00:00