- 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.
Nuclear Operatives can now order a Syndicate Borg for 20TC. After
spawned, a candidate from ghosts is chosen to control it.
It has a 25k cell and the following modules:
-Emag
-Esword
-Ebow
-Laser Rifle
-Jetpack
All weapons use 100 charge per shot.
2 borg rechargers have been added to the Syndicate Shuttle for the
Syndieborgs to use.
Changelog will be added in a separate commit.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
Fixes the mysteries of reviving simple animals in the least intrusive manner I could think of
Removes player_controlled because ckeys did much the same thing
Uses update_canmove() instead of hardseting it
One last Bugfix: Simple animals generated with no real_name will use their initial name as their real name so that transformed antags will not get a "(survived as )" because the thing they turned into didn't have a real_name set.
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
Bugfix: Dead player mice won't be converted to items so they can still be revived.
Bugfix: Players playing chicks won't die by developing into chickens anymore
Bugfix: Fixes an edge case where a poor soul struck by multiple polymorphing shots at once ends up in a state where they can't move.
Feature: Renames the wand of resurrection to the wand of healing to drive home the fact that it does the same things the staff of healing can do
Balancing: Gives the wand of healing more shots. 10, 5, 5, 4 up from 3, 2, 2, 1
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
In response to feedback:
Dark Gygax no longer has the scattershot. Instead, it has a modestly powerful carbine loaded with incendiary rounds, solidifying its role as a hit-and-run and squad-support platform.
The Mauler now has the scattershot in addition to its existing arsenal, to give it that edge against crowds that you'll need at those higher populations.
Included with the new mecha weapon is a minor code refactoring of mech guns... There shouldn't be any noticable changes to the user. mech code is awful, guys
New sound effect for mecha launchers (Having the same sound effect for projectile launching and exploding drove me nuts.).
Nuke op flamethrowers now start with a full tank.
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
*Removes zapping oneself by attackselfing a wand, leaving clicking yourself while holding the wand the only way to do it because...
*Removes the warnings for zapping yourself with bad wands. Careful with that wand of death, kids!
*Removed some redundant lines
*Adds logging/sounds to zapping yourself
*Removed the change to wizard_continuous_rounds. It will become it's own PR
*Removed some redundant lines
*Uses the mob/living revive() proc to heal/raise people using the wand/staff of animation
Let me know if I missed an item or if you don't think an item should have the flag.
* Cleaned up a bit of the gun code.
* Fixed an issue with shotgun darts not working in barrel shotguns.
* Made the on_hit() have a zone, will be used for syringe guns in another PR.
* Removed the unused sleepy pen.
* Changed /obj/item/weapon/gun/projectile/shotgun/pump/sc_pump to /obj/item/weapon/gun/projectile/shotgun/sc_pump, there was no /pump/ anywhere else.
* Shotgun darts will follow the new flag.
* Shotgun darts are now open containers, and I removed the snowflake check for them in syringes.
* Added logging for reagents in any projectile.
*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
the teleport wand now uses do_teleport
the polymorph wand now uses wabbajack in both instances
You can now click on yourself while holding a wand to cast it on yourself in addition to clicking on the wand itself.
Changed how guns/magic are given out slightly. Previously no antag could get a gun/magic thing (including survivors made by the spell in the case of multicasting) but now antags who aren't the wizard or an apprentice of the wizard also get one.
Fixed a few bugs on accidentally burning charges by click in places tht wouldn't actually fire the wand/staff
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
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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.
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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.
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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.
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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)
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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.