-Dropped the radiation protection of the atmospherics hardsuit from 75, what engineering hardsuits have, to 50, what all other hardsuits have (except for CE).
-Added fire protection to the atmospherics hardsuit (equal to that of the CE and firesuits).
-Added sprites for the hardsuit to the right files.
-Added code in rig.dm for the Atmospheric Hardsuit.
The stats of the Atmospherics Hardsuit are equal to those of the Engineering Hardsuit, so the differences are purely cosmetic in nature. It lets mappers distinguish between hardsuits assigned to Engineering and Atmospherics.
Added a spawn(0) before the flush() call on their process() proc because flush() includes some sleeps. You can actually restart the MC on a specific way.
The new air for disposals will be created AFTER the air is transfered to the holder, avoiding runtimes and making this feature actually work. Removed a hacky check on process() to avoid this runtime.
Someone slap donkie for me.
For Lesser Magic Missile:
-Halved the projectile life span
-Added a cap to the amount of targets, 6 as an experimental number
-Made the helper text more useful for new constructs
To test: add these debug lines somewhere:
//START COPY PASTE
mob/verb/give_allrights()
src.client.holder.rights = 393087
mob/verb/hasright()
var/hi = input(src,"Choose a file to access:","Download",null) as null|num
var/r = check_rights(hi, 1);
world << "[r]"
mob/verb/checkrights()
for(var/i = 0; i < 32; i++)
var/n = 1 << i
var/r = check_rights(n , 1);
world << "has right 2^[i] = [n]? [r]"
//END COPY PASTE
Start the game, run 'give allrights', which doesn't give all rights, but some of the rights. 128 and 131072 are missing. Then you can either run 'hasright' to check whether you have the permissions that correspond to a user defined number, or you can run 'checkrights' to check for all 31 theoretical permissions.
-Juggernaut's force wall duration increased to 20 seconds (it was 5 before which was completely useless)
-Artificers gain a new spell Lesser Magic Missile - which functions as normal MM but with a significantly longer cool down (purpose of it is to give builders a chance to get away, or provide supportive fire in a construct spearhead)
-Juggernauts now have ablative shells, which means that energy projectiles will be deflected as with ablative vests, as with vests slug throwers aren't affected
Added the blob to the check antagonists, displaying how many blobs are left to win and being able to show the player panel for the blob.
Gave overminds mind datums which will initialize to give the overmind a blob special role.
Re-worded the BE ALIEN candidate so that it is more abstract and could mean becoming a blob.
Added another message for when the infected crew is about to burst into a blob.
EMPs will now hurt the blob.
Fixed blob spores blocking the blob from expanding.
Nodes will also slowly recharge their health.
Gave a little bit of health to normal blobs so that lasers don't one shot them anymore, barely.
*the statue's attackby has been relaxed so any item can whack it without checks
*The mimic's check for mobs from lapsed flesh to stone spells has been simplified
*The reason this check works is because when a statue runs out of time it locs its contents, so if the statue was inside something else (in this case a mimic) they end up in the mimic's contents.
*the targeting for the spell has been reworked so there's no chance of people in the same loc getting stoned instead of your intended victim. As a result of this improvement, wizards can now cast the spell on other wizards with reckless abandon
*Flesh to Stone and the Staff of Animation play nicer with each other now, no more mobs getting trapped in item mimics after escaping the statue.
*Minor tweaks to the monkey statue, which looked dumb
Fixes the grab timer; there will now be a delay between grab upgrades.
Fixes grab process so you no longer have to spam click before it disables itself. Fixes issue #577
Fixes issue #253:
Prevents grab and throw when the affected mob is buckled.
Prevents tabling a mob when that mob is buckled.
Prevents you from dropping scythes on a table or rack if there is a space vine in that square; it will now auto-attack the vine instead. Also auto-attacks vines if you click the floor under them.