Changed the description on the uplink datum.
Made all the suit/helmet names lowercase for all the different versions.
Changed the max_w_class to allow the suit to be inserted, won't allow anything else to be inserted due to the can_hold list not being empty.
Tidied the supplypacks up for consistant names and to avoid The Bureaucracy crate etc.
Created an Innate Communication verb thats given to the cultists when converted and removed when deconverted.
It possibly works with constructs but cant really test because the make constructs procs are all kinds of messed up.
Anyway - they'll tear at their arms, smear blood on the floor, and communicate as normal per the rune. Its pretty rudimentry right now and could be improved in a few ways - see the comments.
Added a link to open the Read Tome window on the Notes page as apparently alert() is limited to a whopping three choices.
Added a built in communication system for the tomes, it works pretty much like the current communicate rune.
Fixed a load of fucked up tabbing in ritual.dm, I don't know who to blame but I'm betting it was sadbutt.
Intended to allow the deconstruction and replacement of the doors without needing an RCD. Emagged doors will be unusable for at least 60 seconds, so weld+emagging still works. It's just not permanent.
Using an emag on a door will:
-Try to open the door
-Cut power for 60 seconds
-Drop bolts
-Cut bolt lights
-Effectively make the door unusable for at least a minute
Doors that have been emagged:
-Can only be opened with a crowbar or axe if the power is off and the bolts are up
-Can be hacked as normal, except the Open wire will not work
-Cannot be interfaced by silicons at all
-No longer prevent players from using tools (Can we unwelded, wires cut, etc)
-Can be deconstructed and repaired
Misc: Also made it so you can bump open doors even if the panel is open. So people can't go around opening all the panels and making the doors really annoying to open.
-Changed the way emergency access override is handled. It now toggles a var which overrides access requirements instead of removing/adding access
-Airlocks now have blinking amber lights when in emergency mode
-AIs can toggle emergency override on individual doors
-Humans may disable emergency overrides by pulsing the ID scanner wire. They can't enable it, since IMO there are enough methods to hack open doors without an easymode all-access wire
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A Few New Wizard Items
Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.
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Cleaning Up the Spellbook
The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.
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Summon Magic Rebalancing
There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.
In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.
Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.
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Misc Stuff
Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.
Changed the virus mix reaction to only require one plasma or mutagen, to remove the annoyance that virology has with the randomness aspect of it.
Refactor'd dna code to be a little tidier.
Hopefully nothing went wrong but you never know.
Conflicts:
code/FEA/FEA_fire.dm
code/controllers/supply_shuttle.dm
code/game/gamemodes/changeling/changeling_powers.dm
code/game/machinery/autolathe.dm
code/game/machinery/drying_rack.dm
code/modules/hydroponics/hydroponics.dm
code/modules/projectiles/projectile/magic.dm
code/modules/reagents/Chemistry-Recipes.dm
code/modules/reagents/reagent_dispenser.dm