*the dice now all have different colors, to make them easy to tell the difference between them at a glance.
*the d2 has been swapped out for a d00, though you can still create a d2 if someone demands it.
*the generic pill bottle full of dice has been replaced with a proper dice bag.
*actually throwing a die will now cause it to roll until the throw ends, at which point it will state the result of the throw. The old method still works as well.
*most new dice have had their sprites edited to be smaller.
*minor grammer corrections.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Places where the D6 and D20 spawned (the library and perma) now spawn with a dice bottle. Said dice bottles now contains a D2, D4, D8, D10, and D12 in addition to the preexisting D6 and D20 for a richer meta-roleplaying experience.
This also fixes an obscure bug where dice could be generated invisible because their initial value was set to 0.
Additionally this fixes the grammer of dice descriptions, which were not using the singular "die".
Syndicate bombs are now structures rather than items. This means they cannot be hidden in lockers and disposals anymore. They also can no longer be used as grenades by crafty traitors.
They now audibly beep as their timer counts down, which is a visible display that can be seen when examined.
The attackby() of flamethrowers can lead to flamethrower_screwdriver() and flamethrower_rods(). Two new procs that handle the creation of a flamethrower.
New object /obj/item/weapon/weldingtool/largetank/cyborg. This new object does nothing on the flamethrower creation procs.
I'm not entirely happy about this.
Runtimes created when trying to apply radiation to a mob destroyed by
monkeyizing, trying to add different components to lists of salvage,
attacking non-carbon mobs with lighters, and blending monkies in the
food processor.
*Added isliving and in_range checks to settings() so you couldn't open the dialog boxes, run across the station, then prime the bomb from there
*Default timer setting has been raised to 60 seconds, minimum timer setting has been raised to 30 seconds
The minibomb is based on grenade code with a blast radius of 1,2,4 and is found in syndieminibomb.dm. This is the same power as the default tank transfer bombs spawned on the syndicate shuttle.
It features new sprites by teh_wolf and existing inhands (the default grenade) and is a tiny item.
As a result of introducing an explosive grenade, grenade priming are now logged.
Its crystal cost has tentatively been set at 3.
---
The Syndicate Bomb is all new code contained in explosives.dm with additional wires code at syndicatebomb.dm. It does not make use of any tank transfer valve or grenade code.
The bomb has a blast radius of 2,5,11. This is the same power as the tank transfer bombs in the syndicate shuttle if they are boosted with oxygen.
It features new sprites by teh_wolf and existing inhands (currently using “electronic”) and is a bulky item.
The bomb is set by touching it in your hand or touching it on the ground if it has been wrenched down, allowing first to set a timer (min 10 seconds) and then giving an option to start the countdown. When the bomb is activated it states so to everyone within sight of it, giving a time to detonation in the process.
The bomb can optionally be wrenched to solid ground to foil would be spacers. When the bomb is set to countdown the bolts lock in, and cannot be removed by wrench alone.
The bomb includes a robust wires system for pulse pounding defusal attempts. Once a bomb starts ticking using the wires is the only way to stop it (it is not immune to del of course, but is unacidable).
The wires are as follows:
*Boom: Will detonate the bomb if cut/pulsed while the bomb is live, but will defuse the bomb on cut when it's not timing. Mending this wire is the only way to make a defused bomb potent again.
*Unbolt: If the bomb has been locked to the floor cutting this will free it. Pulsing will hint at its function
*Delay: Adds time (+10) to the timer when pulsed (it does not matter if the bomb is live or not). No function on cut.
*Proceed: Lowers the time when pulsed. If the timer is above 60 it will set it to 60, if it’s between 60 and 21 it will reduce the timer by 10, if it’s between 20 and 11 it will set the timer to 10. This will detonate the bomb when cut if it's timing. Note that this makes randomly cutting more dangerous than pulsing as there’s twice the number of wires that will explode.
*Activate: This will activate the timer if pulsed when the bomb is not timing, or will stop and defuse the bomb if it's cut while it IS timing. Pulsing it on an active bomb will hint at its function and add a little time (+5).
All syndicate bomb primings are logged.
Its crystal cost has tentatively been set at 5.
---
Misc
The “screwed” traitor uplink kit has had its tank transfer bombs replaced with one of each of these two bombs.
The build process is much the same, except they require an igniter-X assembly instead of a single assembly item. You can also just use a cable coil to get regular grenade behaviour.
Updated the changelog.
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
* Edited tools.dm: Fixes "screwwy" typo in screwdriver description
* Edited paper.dm: Updates DJ station instruction sheet in light of the removal of the broadcaster and receiver from the DJ station
* Edited lib_items.dm: Fixes typo in "unwrenched" in a bookshelf deconstruction step
* Edited tgstation.2.1.2.dmm: Adds updated DJ station sheet to DJ station, replaces missing disposal pipe underneath HoP office door.
* Edited utility_closets.dm: Fixed oxygen closet description
* Edited DJ station paper to read better
-Cyborg RCD cost increased from unit*30 to unit*160
With a standard 15k power cell, you can still build:
93 floors
31 walls
18 deconstructions
9 airlock operations
-Reduced cyborg health from 300 to 200
-Cyborgs with less than 100 health can not use any modules, but can still move, speak, and wirelessly interact with machines
-Engineering cyborgs can now use metal rods
-Updated changelog
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3
Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone
Modified code/modules/mob/living/carbon/human/update_icons.dm
Modified code/__DEFINES.dm
Modified code/datums/datumvars.dm
Modified code/datums/limbs.dm
Modified code/game/dna.dm
Modified code/game/gamemodes/changeling/changeling_powers.dm
Modified code/game/gamemodes/cult/cult_items.dm
Modified code/game/gamemodes/cult/runes.dm
Modified code/game/machinery/doors/airlock.dm
Modified code/game/machinery/portable_turret.dm
Modified code/game/machinery/teleporter.dm
Modified code/game/mecha/combat/combat.dm
Modified code/game/objects/items.dm
Modified code/game/objects/items/stacks/medical.dm
Modified code/game/objects/items/stacks/sheets/glass.dm
Modified code/game/objects/items/weapons/storage/bible.dm
Modified code/modules/assembly/mousetrap.dm
Modified code/modules/hydroponics/hydroitemcode.dm
Modified code/modules/mob/living/carbon/carbon.dm
Modified code/modules/mob/living/carbon/human/death.dm
Modified code/modules/mob/living/carbon/human/human.dm
Modified code/modules/mob/living/carbon/human/human_damage.dm
Modified code/modules/mob/living/carbon/human/human_defines.dm
Modified code/modules/mob/living/living.dm
Modified code/modules/mob/living/simple_animal/friendly/slime.dm
Modified code/modules/mob/mob_grab.dm
Modified code/modules/power/lighting.dm
Modified code/modules/reagents/Chemistry-Reagents.dm
Modified code/unused/_debug.dm
Modified icons/effects/genetics.dmi
Modified icons/mob/human.dmi
Modified maps/RandomZLevels/wildwest.dm
Modified tgstation.dme
Signed-off-by: carnie <elly1989@rocketmail.com>