The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.
It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.
Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.
Miscellaneous tweaks:
Blood boil runes now explode when used
Convert runes can now work solo, but take time
Armor runes now only provide the basic armor set
Tomes now do a static 15 burn damage and play a sound
If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
Adds a center_image() proc that centers an image larger or smaller than world.icon_size (32) so that it appears in the center of a human mob, like inhands.
Fixes tableclimbing: no more success message when failing; you can no longer pass through barricade when tableclimbing.
Fixes runtime with krokodil addiction
Xenomorph can no longer get addicted or overdose on reagents.
Fixes tableclimbing: no more success message when failing; you can no longer pass through barricade when tableclimbing.
You now have a chance to block things thrown at you with a riot/energy shield, including xeno leap(40% chance).
-You heat up faster based on fire stacks
-Reduced the amount of fire stacks you lose over time per tick
-Increased the damage you take while on fire at the highest temperature point
-Increased the amount of fire stacks you get from hotspots