Wizard spellbooks can now be stored in the belt slot.
Necromancers now get 10 spell points, up from 8.
Smoke now properly layers over mobs, obscuring them.
Wizard Apprentices and Skeletons are now in the Ghost Spawner menu. The former can be enabled by buying an Apprentice Pebble artifact, a new wizard item which acts as a portable spawnpoint. The latter by casting Raise Dead on a corpse.
Apprentices are now given additional spells at the bottom of their spellbook, depending on which type of wizard their master is."
Bought artifacts now appear in your hands, if you have any free.
The Return to Master spell has received numerous bugfixes and should now work as expected, most of the time.
This PR fixes a few bugs with echoes, and adds in loredev requests for the feature. This list may expand, but currently it is:
1: Phoron walls/windows should prevent echoes from locomoting through them (Moon/Paradox)
2: Vaurca should be unable to become echoes and should be unable to host echoes (Bygone)
3: Unathi should be able to absorb echoes to increase their power level (Jackboot)
This pr adds a magic poppet, a doll that can be infused with some spessmen's blood to bind them to it. From there, the person can mess with the dolls in some manners, and fun things will happen to the unfortunate victim of said sorcery. Added to some wizard spellbooks and a mining abandoned crate.
Instead of just turning the wizard into a skeleton with the resurrection proc, the lichdom spell will now create a phylactery, bound to the wizard. When the lich dies, he can use a skill to return to the phylactery, where he will come back after to life some time. If the phylactery is destroyed, the lich will be unable to return to life. Trying to use dark resurrection without a phylactery will result in the lich's body being dusted.
Also, adds a new sprite for the wizard book.
Fixed the Veil Render sprite, I'd left part of the outline from cutting it out of the grid Ausops sent me.
Moved my stuff to a more recent part of the changelog because my ego needs feeding (no seriously because I think things like the chaplain being cult immune or nuke ops getting a teleporter needs to be well known)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3089 316c924e-a436-60f5-8080-3fe189b3f50e
Added Veil Render to the spellbook
Added the effect "rend" as part of Veil Render's summoning process. Rend spawns Nar-Sie and deletes itself after a 3 second delay.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3067 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
Soul Stones can now capture Shades (which heals them)
Soul Stones capturing a soul will now be imprinted with that shade, and be unable to capture new souls/other shades
Added ectoplasm object/sprites. As of now it has no uses.
Shades now delete on death and leave ectoplasm behind.
Soulstones can be bought with the wizards spellbook (as a set of six) and from the cultist supply talisman.
The Chaplain has a single soulstone in his office (mostly for testing/so it will get used often and I can get feedback)
Speaking of items on the map for testing, Reactive Teleport Armour no longer spawns in the RD's office (because Urist will murder me if I have to retarded test items out at once)
Removed some no longer needed code regarding soulstones from the suicide verb.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2821 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
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
Wizard spells will be selectable through a time, instead of PDA/other. Currently inserted as the radio uplink.
Spells are now contained within a single file.
Added new spell, mind transfer. Allows the user to swap bodies with any available (non-braindead) human being. Traitors, changelings, and other similar people are not affected. It is possible to lose spells during the transfer. 1 minute cooldown. Probably still has bugs and/or balance issues.
Wizard teleport cooldown increased to 60 seconds.
All humanoid aliens (other than queen) may now vent crawl.
Hunters gain shorter devour time and a new ability to regurgitate their victims (if they are still alive).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@807 316c924e-a436-60f5-8080-3fe189b3f50e