* Fixes bug with duplicating rod on removal while lying down, as well as implemented a new force_put_in_hand() proc, and cleaned up some code.
* Merged force_put_in_hand() with put_in_hand() and cleaned up code.
* -Replaces alien brain necropolis chest loot with new artifact
-Adds new artifact to necropolis chests loot, the Rod of Asclepius
-Adds corresponding status effect and defines
* Update necropolis_chests.dm
fixed spelling
* Spelling FIx
*disperses
* Fixed spelling, lowered the boost to the owner, added oxy heals, and refactored some of the code
* Adds some form of sprites (Still subject to change)
* Adds new sprites, fixes slime people taking toxin damage, and adds the rod to list of snake phobia objects.
* Nerfed clone healing and simple animal healing, fixed healing while dead as well as added a death event, tweaked the sprites, and cleaned up some code.
* Fixed grammar and cleaned up some code.
* Further cleaned up code because Cobby is mean.
* FURTHER cleaned up code
p.s. please send help, Cobby is holding me hostage
* Refactors anti-magic into a component
* plenty o stuff, mainly holy and antimagic traits
* fix
* fix2
* moved to components, moved some of the logic to the component
* don't blame me if the code looks copypastey
* right
🆑 Xhuis
balance: Fleshmend can no longer be stacked several times at once.
balance: Fleshmend no longer heals changelings who are on fire, and heals burn damage half as quickly as brute and oxygen damage.
code: Fleshmend has been refactored into a status effect.
/🆑
Fleshmend is one of the abilities that makes changelings unkillable combat juggernauts with essentially no counterplay, so I decided to change it:
First of all, refactored it into a status effect that cannot stack, meaning that only one instance of Fleshmend can be active at once
Instead of healing 10/10/10 brute/burn/oxy damage, it now heals 10/5/10, emphasizing changelings' weakness to fire
If a changeling is on fire, Fleshmend will not function at all
This keeps Fleshmend powerful for healing in and out of combat, but adds counterplay to it and gives changelings something to fear: fire. With an extinguisher, they still need to manage their inventory to use it, and even with a fire-immune suit and helmet using the fire on them as a weapon will be unable to use their Fleshmend trump card to outheal any damage they take.
I'll be keeping an eye on changelings after this is merged and adjusting accordingly.
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
ITT worst coder tries not to break everything and improve the code.
fixes#29211🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑
Also lets just
fixes#18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.
* Starting on the rework
* Reworks the Ark
* Work on Reebe
* More Ark stuff
* this too
* Removes ark silliness, remaps Reebe a tad
* Spawning mechanics
* Work on gamemode code
* Finishes up ark stuff
* Removes Judgement, and lots of other changes
* New Ark activation sounds, Ratvar text
* Spawn protection!
* Adds the abscondence bijou
* Bijou stuff
* well, this is it
* somewhat absentminded coder
* Remaps the Reebe z
* replica fabricators now work!
* Guide paper!
* Now they're clockwork floors
* Infirmary, tweaks, numbers
* A new thing!
* this is ok for now
* I was gonna whine but it's actually necessary
* Adds damage scaling to ocular wardens
* I missed a thing
* you can go back too
* New clockwork armor sprites
* Weapons, scripture, oh my!
* no! shoo!
* hey, I forgot about you!
* this looks much better, I'll give you that
* no teleporting into the void!
* we have no need of you anymore
* Conflicteroos
* AUTOMATIC SPINNING CHAIRS
* how many times do we have to teach you this LESSON OLD MAN
* flagged!
* last time, meesa promise
* Conflicts 1
* wood filling
* Kindle is a projectile, and other stuff
* Chameleon jumpsuit, some small changes
* 150 hours of testing
* Curious is the trapmaker's art
* Conflicts 1
* naaah
* Fixes an ark sound
* Removes the prolonging prism
* Adds a delay to warping in
* First steps towards changing the power system
* Removes power from sigils, moves to global
* Conflicts 1
* zoom zoom
* Adds the stargazer, re-adds conversion
* conflicts? more like CLOCK-flicts
* get it? clockflicts?
* Daemon tuning
* Scraps components, 1/?
* A grace period, among other things
* You can't get to reebe from space no stop bad
* Adds some cogscarab shells to Reebe - yes, I get the sounds
* FUCK
* Chairs are very important.
* Clock golems, sound improvement, intercoms
* Sounds, floor fixes, conflicts
* Fixes the conflicts
* Prevents intercom use during non-clock rounds
* Wiki, HUD timer, tweaks, golems
* Components, removes unused structures, rep. fab power
* go-time
* Ending the round is not a good idea
* whoops, forgot about you
* ssh is ok
* this works too
* Adds Necropolis curses for cursed items in Necropolis ruins
* Adds sounds credit @FuryMcFlurry
* stat tweak
* these are painful enough
* a bit stronger
* i kind of wish there was a version of get_ranged_target_turf() that worked off of angle.... but there isn't
* smart coder 2000
* bossed around
* Adds the Cleaving Saw as what will be a reward for killing a miniboss
* slashslice
* wowduh
* some tweaks
* bleed!
* a little slower
* Smaller cleave, higher damage
* more info
* saw icon
* It's finally dooooone!
* done
* Status effects start processing immediately instead of on the next timer subsystem tick
* let's fix this while we're at it
* hup
* not technically efficient but better than not updating when needed
🆑 Joan
rscadd: The kinetic crusher can now gain bonus effects via trophy items gained by killing bosses with it.
rscadd: Yes, you do have to kill the boss primarily doing damage via the kinetic crusher, or you won't get the trophy item and the bonus effect it grants.
/🆑
The effects are relatively minor;
The dragon trophy makes mark detonation do 5 damage to and push back every other mob within 2 tiles of you.
The bubblegum trophy makes melee hits do 2 more damage and heal you for 1. This effect is increased by 500% during mark detonation, so it does 10 and heals for 5 on mark det.
The colossus trophy causes your next destabilizing force after detonating a mark to do 15 damage but move slower.
The hierophant trophy creates a 1x3 temporary(7.5 second duration) indestructible wall on your turf on mark detonation. You, your projectiles, and things you're pulling can pass this wall.