Commit Graph

141 Commits

Author SHA1 Message Date
Rolan7
7decfe8621 Merge branch 'master' of https://github.com/tgstation/-tg-station into MidJuneBugfixes
Conflicts:
	code/modules/mob/living/carbon/carbon.dm
2014-06-21 09:00:21 -04:00
Rolan7
98367cb162 Changelings can use hivechat while muzzled.
Monkey-lings can use hivechat.
Lings can return to human form even if monkeyed through genetics.
One-line fix for Destroying Angels (..() wasn't being called)
Spelling correction in Destroying Angel description
2014-06-17 00:13:56 -04:00
Alex
02d4a5a0d2 Merge pull request #3904 from Cheridan/sillynarnar
Nar-Sie update
2014-06-16 10:37:35 +01:00
Cheridan
d46a7831ce Update construct_spells.dm
updated spell name/description
2014-06-11 15:04:21 -05:00
Cheridan
b80e9eda57 Nar-Sie update 2014-06-11 14:19:58 -05:00
Hornygranny
7a21c3869e magic missile stun reduced from 5 to 3 2014-06-05 14:14:04 -07:00
Cheridan
c8da962b40 Merge pull request #3195 from MrPerson/qdel_ei_nath_REDO
Make ei nath not destroy brains again
2014-03-28 13:03:11 -05:00
Incoming
e5f0165d0d Merge branch 'master' of https://github.com/tgstation/-tg-station into avoiddrama_codemagic
Conflicts:
	code/datums/spells/charge.dm
	code/modules/projectiles/ammunition/special.dm
	code/modules/projectiles/guns/magic/staff.dm
2014-03-26 13:03:12 -04:00
MrPerson
1fa3dbde0c Make ei nath not destroy brains
Also small tweaks to make spells GC if you use the spellremove() proc.
2014-03-26 08:38:26 -07:00
Aranclanos
3eba3968d2 Merge pull request #3135 from Perakp/mimeFix
small mime fixes
2014-03-26 02:53:26 -03:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
Perakp
88f62dbfa7 small mime fixes
- mime wall doesn’t disrupt sounds no more
- you can do mime walls even while wearing a muzzle
2014-03-22 12:04:04 +02:00
MrPerson
6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
Incoming
5c3f7777b9 Magic Mania 1.5: Big Trouble in Little Boxstation
---

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.

---

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.

---

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.

---

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.
2014-03-08 17:30:40 -05:00
MrPerson
3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
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
2014-03-02 21:39:27 -08:00
Razharas
56f94f59da Merge branch 'master' of https://github.com/tgstation/-tg-station into PartBag 2014-02-25 05:05:22 +04:00
Razharas
b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
MrPerson
9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Miauw
ef1710a058 Fixed horsemasks properly 2014-02-23 19:01:35 +01:00
Perakp
965e7ad6d8 Merge to master
Conflicts in mob.dm
2014-02-18 23:59:59 +02:00
Miauw
3f9bf15ca5 Merge branch 'master' of https://github.com/tgstation/-tg-station into NODROP
Conflicts:
	code/modules/mob/mob.dm
2014-02-15 17:30:21 +01:00
Perakp
9a27f7d39b Merge remote-tracking branch 'origin/spellsFromBodyToMind' into spellsFromBodyToMind
Conflicts (Resolved):
	code/game/gamemodes/wizard/artefact.dm
	config/admins.txt
2014-02-14 21:00:10 +02:00
Perakp
7ca06565b5 Merge remote-tracking branch 'upstream/master' into spellsFromBodyToMind
Conflicts (Resolved):
	code/datums/spells/mind_transfer.dm
	code/game/gamemodes/wizard/artefact.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/projectile/change.dm
2014-02-14 20:57:11 +02:00
Miauw
9b8656247c u_equip is now called unEquip PANIC 2014-02-13 20:58:33 +01:00
Miauw
b8b57ff4f1 Replaced canremove with NODROP. 2014-02-13 19:52:46 +01:00
Miauw
1307a9e388 Makes NODROP work for carbons, adds sanity checks to u_equip calls. 2014-02-12 21:08:09 +01:00
Miauw
8c7ef19be6 Replaced before_take_item() and drop_from_inventory() with u_equip 2014-02-12 19:51:37 +01:00
Incoming5643
2165eb22f6 Removes that silly "you're not in your body!" message
Also a var I forgot to remove earlier
2014-02-09 17:22:32 -05:00
Incoming
7346cfff8b Removes the RNG spell loss from mindswap.
Had a plan for a stealthy wizard round using mindswap? Whoops looks like you just lost knock because fuck you.

It was well coded but people don't use mindswap enough to warrent a threat of permacrippling on use. To the creator's credit was very easy to take out.
2014-02-06 20:49:56 -05:00
lokxy
12998c0641 Fixes issue #1828 (Wizard Perma-Mutate)
Fixes Issue #1828 (Wizard Perma-Mutate)
- added centcomm check
2014-01-19 03:13:17 +01:00
Perakp
a7e5165703 Puts the mime's vow of silence to his mind
- cleaned up emotes
- put the mime’s vow of silence and his spells to his mind
- merge conflicts resolved
2014-01-14 21:58:00 +02:00
Perakp
6ae1a18970 - Destroying a mindswapper's old body won't destroy the spells.
- Reverts a non-fun change to silly spellcasters.
- Mime's spells are bound to the mob. They do not transfer and can not be lost in mindswap.
2014-01-10 20:04:54 +02:00
Perakp
8ba1e8cd33 - Moves spells from the mob to the mind.
- Construct spells are an exception.
- Spells are transferred whenever a mind is transferred: cloning, pod cloning, borging, staff of changing.
- Spells are not transferred when you create a new mind for a new mob: soul stones, golems, respawns.
- To my surprise, this did not fix the issue where a mind-swapped wizard loses their spells when their original body is destroyed. I do not know why this happens.
- Non-human mobs can't use spells by default. Varedit spell.human_req to do that.
2014-01-10 15:59:55 +02:00
Cheridan
0102191bbc Merge pull request #2247 from Giacom/blinkyoself
Changed blink to only spawn a single static smoke cloud.
2014-01-07 08:28:06 -08:00
Giacomand
3fbeebfb6e Changed blink to only spawn a single static smoke cloud.
Fixed blink not triggering the AI turrets.
2014-01-05 20:41:06 +00:00
Jordie0608
efc9b25083 Fixed justicebot 2014-01-05 04:24:22 +11:00
Perakp
a7ead625be Fixes Ethereal Jaunt
notransformation protection was stopping movement calls to the holder object.
Refractored code so wraith phase shift isn't copypaste just to change animations.
2013-12-31 17:28:50 +02:00
Incoming
26a1bb65f2 Merge branch 'master' of https://github.com/tgstation/-tg-station into wands3
Conflicts:
	code/modules/mob/death.dm
	code/modules/mob/living/carbon/alien/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/silicon/death.dm
	code/modules/mob/living/silicon/robot/death.dm
2013-12-27 00:55:44 -05:00
Perakp
9d0c3bf52e Fixes runtimes if a non-human would somehow get the mime speech spell. Only humans have .miming 2013-12-23 18:12:04 +02:00
Perakp
0d1ba1eccf Changes mime abilities into spells. Admins can now give these from the 'give spell' menu. Unlike previous mime abilities, these are not transferred when a mime is cloned. 2013-12-21 20:54:07 +02:00
Incoming
a27ec365ef Feature: Changed how used books of mindswap punish people. Now if you use a used mindswap book it marks you to be used in a mindswap with the next unfortunate soul who reads its. Some Limitations: You can escape the impending mindswap by changing forms or being dead when the next time someone tries to read the book. You can of course also just keep the book safe or destroy it if you accidentally read one. Only works with things that have hands. Consider intentionally reading one as a monkey then giving it to the captain.
Feature: After some serious testing (and because it was already being done on live servers thanks to wabbajack() preserving spells) I've removed the compatible_mobs list for mind_transfer, meaning you can now mind transfer to any player controled living mob.

Flowery fluff that no one would ever care about: changes the mindswap message for trying to swap into a dead guy, since a spell holder isn't nessisarily a space wizard
2013-12-21 12:23:50 -05:00
Incoming
ac1a96fd43 feature: renames the monkeyizing var to "notransform" since that's how it was being used in the code, as a flag to tell code to ignore transformation (initially because they were already turning into a monkey).
bugfix: gives notransform to etheral jaunting based on an observed edge case where a wizard was staff of changed while starting a jaunt and got stuck in bluespace for the rest of the round

meta: modified revive() so I could remove all that horrible snowflake I introduced to let reviving simple mobs come back
2013-12-19 11:50:33 -05:00
Incoming
6efd7d39e0 Adds new and better wand and spellbook sprtes by Neerti
Adds new functionality where wands will look different once they're out of charge for at a glace judgements
Adds a wand of nothing to the hacked item list for the autodrobe, by popular request
2013-12-15 16:55:11 -05:00
Incoming
c396c3ae8a Suggestion implimentation patch!
*Span classes the whole update
*Spellbooks no longer vanish after being used, instead used spellbooks now have various bad effects should they be attempted to learned from again (the original reader won't acidentally fall to this, as they will just say "I've already read this"). Leave em out as traps for people or properly dispose of your trash! Or...
*The charge spell can now attempt to recharge one use spellbooks so someone else can learn the spell. This only has a 20% success rate and will destroy the book should it fail (even if the book was actually unused). You can't attempt this on the wizard's spellbook
*The "staff of nothing" (functional) placeholder now uses the generic staff sprites
*Spellbooks can now be placed in bookshelves just like normal books
*The teleport spell won't yank anchored things anymore, but as a consolation it will warp the entire contents of a tile should it be targeted. The code has been tweeked so this shouldn't effect the server too bad even if large numbers of items are warped to unique locations this way
2013-12-12 00:24:51 -05:00
Incoming
51d12a7512 Adds all sprites for all wands, books, and the staff of healing
Fixes an issue where someone spamming a wand might lose charges without actually firing the bolt
Removes a few missed bugtesting lines
Adds a var (variable_charges) to be disabled for wands with assured max charges for future use
2013-12-09 12:46:34 -05:00
Incoming
4ac8a4164c Summon Magic / Charge / Wands&Staffs / One time spellbooks / New Apprentice
---

Summon Magic:

This new wizard spell works much like summon guns except it instead brings the crew magical tools and weapons. There are preexisting artifacts (minus some that would cause huge confusion/balance issues) as well as new spellbooks, wands, and a staff. The chance of survivor antag is the same as summon guns.

---

Charge:

This new spell allows for the recharging of otherwise unrefillable wands, but there's a heavy chance that the total number of charges will decrease with each casting until eventually they're impossible to keep recharging. As a bonus the charge spell can also be used to charge batteries and things that run on batteries (such as energy weapons). This carries the same max charge weardown penalties however. Lastly this spell allows a wizard to charge other wizards with a grab, reseting their spell cooldown. They cannot use it to charge themselves. It has a 60 second cooldown.

The wizard cannot buy this spell himself, it only comes randomly to the crew during Summon Magic and with the new apprentice loadout.

---

Wands&Staffs:

Magic weapons have been overhauled into their own catagory so there won't be any more weirdness with batteries in staves or apparent magic resistance on things that reflect energy weapons.

Wands have been added, these wands come precharged with a number of shots that can be fired off at their leasure but cannot be recharged once emptied (unless the charge spell is used). They come in a varity of exciting flavors:

*Death: Slays instantly but has very few shots (1 to 3)
*Resurrection: Revives and/or heals instantly but has very few shots (1 to 3)
*Polymorph: Same function as the staff of change
*Teleport: Weaponized blink spell that doesn't respect space tiles and can also warp away machinery or items (but not turf)
*Door Creation: Puts easy access wooden doors in walls
*Fireball: Same function (but slightly lower damage) as the fireball spell
*Nothing: Lame and useless

Wands can also be used on the user (unlike staves) by clicking on them. Warning messages have been added to a few wands so people don't accidentally zap themselves with the wand of death unless they really want to.

Wands cannot be aquired by the wizard directly, and are only spawned during castings of summon magic.

There is also a new staff, the staff of healing, which works as a recharging version of the wand of resurrection. The new apprentice starts with one of these, and they can also be found during summon magic. The wizard cannot purchase it directly, and as a stave he could not use it on himself anyways.

---

One time spellbooks:

Found exclusively in summon magic are one time use spellbooks that can teach any player a robeless spell. Once read the book vanishes.

Books come in the following flavors:
*fireball
*smoke
*blind
*mindswap
*forcewall
*knock
*curse of the horsemen
*charge (described above)

---

New apprentice:

A fourth loadout for apprentice wizards has been added. This wizard is intended as a support role and comes with forcewall (for cover) and charge (used to keep him and the wizard well stocked in laser weaponry or to restore the wizard's cooldowns). It also comes equiped with a free Staff of Healing for keeping the wizard alive. Shoot the medic first folks.
2013-12-04 21:00:36 -05:00
Aranclanos
42f5883cdf Added a check for the target of the magic missile between the sleeps. This will stop the runtimes and the MM objects from being stuck in the spot (I think you can pull them though) 2013-11-27 05:47:36 -03:00
Giacomand
1b6233f728 The ethereal jaunt holder object will now eject it's contents when deleted.
Ethereal jaunting will no longer let you keep moving while you are reappearing.
2013-11-02 01:06:05 +00:00
Giacomand
cb2e703844 * Dead bodies won't cause fireball to trigger anymore. 2013-10-25 17:12:03 +01:00
Ergovisavi
cd904826f1 Removed flame_range from meteor explosions, reduced flame_range on syndie minibomb, added flame_range to all welderbomb explosions, made args prettier 2013-10-16 22:10:26 -07:00