* Teleport scroll charges cannot be bypassed via clicking the action button (#73653)
## About The Pull Request
Teleport scrolls would only deplete a charge if used in hand, however
their implementation actually granted you the spell as an item action
which you could use by hitting the action button, This would not deplete
a charge, and had no cooldown whatsoever.
The action button is convenient and should stay, but I modified the code
so that instead of depleting a charge when clicked it depletes a charge
when the spell contained by the item successfully casts.
I also changed the order of operations slightly in `spell/after_cast`
because using the signal to delete the scroll would also delete the
spell (sensibly, it should clean up after itself) before the last cast
could make smoke, which was sad.
## Why It's Good For The Game
On live the teleport scroll gives all wizards _and_ apprentices the
teleport spell with absolutely no cooldown and infinite usage, which is
probably not intended.
## Changelog
🆑
fix: Using a teleport scroll will deplete a charge regardless of whether
used in-hand or by pressing the action button.
/🆑
* Teleport scroll charges cannot be bypassed via clicking the action button
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Adds two new Sanguine spells to expand the splattercasting set: Exsanguinating Strike and Scream For Me! (#73019)
Adds two new spells. These are "Sanguine" school spells, which means
they do not interact with splattercasting. This is good for
splattercasting wizards, because they can use these spells to gain back
blood without losing the blood casting them.
Sanguine Strike
Empowers your next melee attack to deal more damage (either double or
+20, whichever is less), lifesteal for that amount, and steal 50 blood
from your target.
Scream For Me
Touch attack that applies severe blood wounds on every limb of your
target. Yeah, they're going to be dead shortly after.
Splattercasting is a super unique way to play wizard and I think people
are pretty warm to it, but without enough support for getting more blood
back the most common way these people are dying is simply to blood loss.
This should help them replenish blood a bit easier than feasting on
someone, while still leaving feasting as a good option for a LOT of
blood back.
* Adds two new Sanguine spells to expand the splattercasting set: Exsanguinating Strike and Scream For Me!
---------
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Dominate & Lazarus Inject basic mobs. Lazarus Injected mobs don't fight each other. (#72440)
Fixes#72404
The Lazarus Injector doesn't currently work on basic mobs, but should.
Problem:
The EMPed state of the Lazarus Injector is intended to make a revived
mob hostile to everyone except you, including other mobs you have
revived wtih an EMPed Lazarus Injector.
This is trivial to achieve for Simple Mobs which essentially all share
the same AI, but I could not think of a single workable solution for
Basic Mobs which don't, or at least any which didn't come with a tedious
requirement to closely consider this niche item when programming any
additional AI.
Solution:
Change the default behaviour of the Lazarus Injector so this is not a
problem.
If all it does it make the mob loyal to you _and_ friendly to other mobs
which are loyal to you, then it's pretty easy because we can just use
the existing faction flags.
This is unambiguously a buff to using the item for nefarious purposes as
now if you revive four ice drakes and fulton them onto the station they
won't kill each other until only one is left, but is the only workable
solution I could really think of.
A lot of the very dangerous mining fauna can't be dragged so
transporting your army to the station still poses a question.
The alternate solution was just to replace the AI controller of any
emp-revived basic mob with a "zombie" AI controller, but this has the
problem that
A- It would now make things like cows and dogs into hostile creatures
when they previously weren't.
B- It loses any interesting behaviour the mob previously had and for
cases like Bileworms doesn't even make any sense (they'd try to walk and
just get stuck in place).
This ultimately leads to needing to make bespoke versions for various
mobs, which doesn't seem desirable from a maintainability standpoint.
As a side note it's still not a great idea to revive Bileworms _anyway_
as, their ability to move is tied to their ability to attack so once
they don't have a target they will just kind of sit there and if they
_do_ get a target their attempts to help you fight are difficult to
distinguish from attempts to kill you... but at least being able to
revive them makes it easier to make one sapient if you really want to
trap a player's mind inside a body which is incapable of leaving
lavaland.
Additional edit:
At Fikou's suggestion I've also added a sentience comparison proc to
`mob/living` and removed some code duplication which dealt with this
problem in the sentience/mind transfer potions, as well as added it to
the Dominate spell.
This device is meant to revive mobs and it shouldn't be required for
players to memorise an arbitrary list of which mobs it does and doesn't
work on.
Especially as the goal is eventually that all simple mobs should be
basic mobs.
This way of working is more intuitive, even if it is also stronger. I
was surprised when I used EMPed injectors and my "new minions" just
killed each other.
🆑
fix: You can now revive 'basic mobs' with a Lazarus Injector, such as
dogs, cows, axolotls, or carp.
fix: The same category of mobs can also now be effected by the Runic
Golem Dominate spell.
fix: Basic Mobs will switch target if they can no longer attack their
current target; meaning that if you become a Bileworm's friend it will
stop attacking you.
balance: Mobs injected with the Lazarus Injector while it is EMPed will
no longer attack other mobs revived by EMPed Lazarus Injectors.
/🆑
* Update code/modules/research/xenobiology/xenobiology.dm
* Update code/modules/research/xenobiology/xenobiology.dm
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows (#72282)
Adds the Terrify spell, and its associated status effect, Terrified.
This new spell is given to antagonist nightmares, as a part of their
brain. The spell only works in those surrounded by darkness, and will
apply the Terrified status effect if successful. Upon being Terrified,
victims will passively gain **Terror Buildup** if they remain in the
dark. As buildup increases, so do the negative effects, including tunnel
vision, panic attacks, dizziness, and more.
There are two primary methods for mitigating terror buildup. The first
is moving into the light, which will reverse the passive terror buildup
and eventually make it go away. The other method is by getting a hug
from a friendly hand, which will reduce buildup significantly.
Getting a hug from an UNfriendly hand (a nightmare, for instance) will
cause the victim to freak out and be briefly knocked down. This can be
spammed on targets who are caught alone in the dark, keeping them in an
unfavorable position (sideways) and adding to the victim's terror
buildup considerably. Escape into the light as soon as possible, or
you'll be pushed to MAXIMUM TERROR BUILDUP.
To what end? Heart failure. Past the soft terror cap (which limits how
much passively generated terror you can make) exists the hard terror
cap. Bypassing that threshold will cause a stress induced heart attack
and knock you unconscious (embarrassing!)
* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind
* Fixes the conflicts and makes shit compile!
* Fixes other things that didn't show up because I hadn't updated
* Fixes the lints.
* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* sending a message with telepathy (or an abductor gadget or prayer response) now gives your target a balloon alert (#73087)
## About The Pull Request
revenant telepathy, genetic telepathy, eldritch telepathy, and split
personality communing now give the person you're sending a message to a
balloon alert to get them to check their chat window
EDIT: also added prayer responses, abductor messaging, and abductor mind
control to this list
EDIT: also added additional feedback for antimagic blocking telepathy
and tinfoil blocking abductor mind control
EDIT: also changed the telepathy reception message to more closely
resemble the prayer response one (they're still not identical, though)



I tested the prayer stuff too, you'll just have to trust me on that one.
## Why It's Good For The Game
fixes https://github.com/tgstation/tgstation/issues/73031
## Changelog
🆑 ATHATH
qol: Revenant telepathy, genetic telepathy, eldritch telepathy, split
personality communing, prayer responses, abductor-to-abductee messaging,
and abductor mind control now give the person you're sending a message
to a balloon alert to get them to check their chat window.
qol: Failing to send a telepathic message and failing to use abductor
mind control on someone now gives better feedback.
tweak: The telepath-ee notification message has been slightly altered.
/🆑
* sending a message with telepathy (or an abductor gadget or prayer response) now gives your target a balloon alert
---------
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Fixes mime's vow of silence requiring wizard robes to be casted. (#73093)
## About The Pull Request
As it says in title. Also somewhat fixes this #73060
## Why It's Good For The Game
Cringe mimes can speak again/Changeling mimes can pretend other people
again.
## Changelog
🆑
fix: Mime's Vow of silence will no longer requiere wizard robes to be
casted.
/🆑
* Fixes mime's vow of silence requiring wizard robes to be casted.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars
* merge conflicts
* adjust_eye_blur and set_eye_blur_if_lower
* adjust drowsiness overdoses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock
* merge conflict
* Surplus balance, Consolidated our surplus crate and the new tg one to just use our stats
* use upstream surplus loot crates
* syndicrate
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Fixes smoke spell being not-robeless (#72222)
Makes smoke spell work while robeless as intended,
this fixes cases like the Traitor Ninja kit now allowing you
to actually use the spell that comes with it.
* Fixes smoke spell being not-robeless
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Instant Summons will now brutally rip out embedded objects, and drag the embedee to you if nearby. (#71848)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
The instant summons spell will cause embedded weapons to be violently
torn out from victims upon being recalled away. This comes with bonus
removal damage and a piercing wound. If you are near the victim as this
happens, they will be violently launched towards you. Make sure not to
let them fly into you!
Feel free to try it with the High-Frequency Blade (100% embed chance)
next time you're wizard.
Also, if the numbers on this seem a bit extreme, give me a heads up.
Combat balance isn't exactly my forte.
https://user-images.githubusercontent.com/28870487/206542566-0cf72e21-332e-48a5-801b-0f8478ef24ff.mp4
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Adds an interesting synergy to one of the more commonly accessible
spells. Get creative, get violent.
Encourages people to use summons for more interesting things than
shove/steal insurance.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Changelog
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🆑
balance: Instant Summons will now violently tear out embedded objects as
they are summoned, and will drag embedee to you if nearby.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Instant Summons will now brutally rip out embedded objects, and drag the embedee to you if nearby.
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Touch spells can now be used for high fiving, which casts it on the high-five-ee. (#71978)
## About The Pull Request

https://user-images.githubusercontent.com/51863163/207440026-bbb77b71-1b9a-4330-9192-61b50e079df2.mp4
Offering a touch spell to someone will offer them a high five like with
the slapper.
If someone accepts your offer to high five, you will cast the spell on
them.
### **Important distinction: Cult spells are not touch spells they
aren't even spells**
## Why It's Good For The Game
A funny interaction with the offer system. High five people with smite
for fantastic results.
## Changelog
🆑 Melbert
add: You can now high five people with (non-cult) touch spells! Maybe be
careful high-fiving a wizard who knows Smite.
/🆑
* Touch spells can now be used for high fiving, which casts it on the high-five-ee.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Gives shadow jaunt users a warning before moving into a lit area (#72154)
## About The Pull Request
When using Shadow Jaunt, if you are about to walk onto a tile that will
force you out of your jaunt, you will receive a warning and be held back
for a moment. After the delay, you will have a window to continue moving
into the light and leave your jaunt. If you need to get out of your
jaunt sooner, you can manually exit the shadow jaunt with the action
button.
https://user-images.githubusercontent.com/28870487/209010307-f8973e2d-b92d-4d2b-b0a1-3211a6eb034d.mp4
(It's a bit faster than shown in the video, just trust me)
It's not perfect, and with bad timing you might slip out of it anyways,
but it's better than nothing. If you are intentionally trying to bypass
a wall, you'll have to wait out the delay if you want to come out on the
other side of it.
There's a few minor code changes to help facilitate this.
check_light_level no longer ejects the jaunter on its own, instead
returning true or false based on if the light level is above the
acceptable amount. It also now receives a location to check the light
level of, rather than strictly checking the location of the jaunt
effect.
If this ends up being too clunky or restrictive, I'd be fine with
changing the warning to a toggleable option on the Nightmare's HUD.
## Why It's Good For The Game
Shadow jaunt moves you very fast, and is difficult to move precisely in
(especially when under the pressure of a tactical retreat). It's not
uncommon for Nightmares to accidentally fling themselves past a wall in
maintenance and be exposed in an unfavorable location.
There are already so many ways for a Nightmare to be screwed over.
Accidentally walking through a wall and dying is probably one of the
lamest.
## Changelog
🆑 Rhials
qol: Shadow Jaunter users now receive a brief warning before walking
into light and being forcibly un-jaunted.
/🆑
* Gives shadow jaunt users a warning before moving into a lit area
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Fixes cursed duffelbag's permanent curse (again), unit tests it. (#71969)
## About The Pull Request
Curse of hunger did some funky stuff by checking for
`slot_equipment_priority` (which ONLY BUCKETS use) and registering
certain signals based on that
The signals they were using instead didn't pass the unequipper, so the
curse never got removed on unequip.
Replaced them with just equip and drop, as equipped and dropped work
just fine for it.
Unit tests this.
## Why It's Good For The Game
Infinite curse of clumsy and pacifism is kinda bad
## Changelog
🆑 Melbert
fix: Dufflebag Curse no longer lasts forever after the bag is destroyed.
fix: Dufflebag Cursing someone already afflicted properly doesn't try to
add the curse again
/🆑
* Fixes cursed duffelbag's permanent curse (again), unit tests it.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix instant summons silent fail case (#71960)
## About The Pull Request
Continuation of #64862 (psst @ optimumtact)
By using `break` once an anchored object is detected whatever containing
object (or the mark itself) that was selected previously is teleported.
Currently instant summons is easily defeated by wrenched lockers,
microwaves and more, with no notice to the wizard of why their item is
not appearing. They also cannot bind the spell to anything new as a
result. This PR seeks to fix that.
## Why It's Good For The Game
Fix good.
## Changelog
🆑
fix: Instant summons spell now safely and reliably retrieves items from
inside of anchored containers.
/🆑
* Fix instant summons silent fail case
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
* Psykers (#71566)
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).
## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Psykers
* commented out stuff is now in
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* the shocks from spell packets now have SHOCK_NOGLOVES (#71506)
## About The Pull Request
See title.
## Why It's Good For The Game
Atomized from https://github.com/tgstation/tgstation/pull/71426.
The shocks come from you being hit in the chest by a packet of enchanted
birdseed, not from touching something with your hands.
## Changelog
🆑 ATHATH
fix: The shocks from the spell packets spell are no longer blocked by
insulated gloves.
/🆑
* the shocks from spell packets now have SHOCK_NOGLOVES
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)
## About The Pull Request
- Adds 5 new heretic spells!
- For Flesh: Flesh Surgery. This spell is a touch spell that can either
be used to heal your minions or extract organs from mobs.
- For Void: Cone of Cold. This is a simple spell - it shoots out a cone,
of cold, that freezes and damages people caught in it.
- For Ash: Volcano Blast. This spell functions like Tesla Blast, but
instead of electricity, it shoots out of a beam of fire that hurts to
walk over.
- For Blade: Realignment. Think of this like "Fleshmend but for stuns /
stamcrit". It rapidly regenerates stamina damage and reduces stuns,
while making you a pacifist. It can also be cast in rapid succession,
but this will increase the cooldown.
- For Rust: Rust Construction. Point at a rusted tile, and a wall will
be raised where it was instantly. This even damages people and throws
them aside - Or, if on a multi-z map, can lift up.
- Number of influences has increased.
- 5 at 1 heretic
- 9 at 2
- 12 at 3
- 14 at 4
- 15 at 5
- 16 at 6, and so on
- Heretics are given a 5th sacrifice target, selected randomly. On
average an additional sacrifice is needed for their objectives.
- Being sacrificed grants you a permanent phobia of the supernatural.
Phobia of the supernatural has been expanded to cover heretic items and
mobs.
- The equation for offhand damage of blade heretics was tweaked. Actual
result unchanged, it's just more resilient to future changes now.
- Touch spells were refactored a bit, and overall expanded to be easier
to use
- Charged spells were added, and charged beam spells. Tesla blast uses
this.
- Cone spells were refactored to be easier to setup.
- Jaunting will now hide your runechat when it triggers, to make it less
easy to follow.
- Heretic Ghouls now take less stamina damage based on how low their
health pool is.
- Emote based spells now require hands to be unblocked to be cast, like
mime spells.
- Yes this gets rid of handcuffed invisible walls... Not 100% on this,
but I figured it's good for consistency? Open to discussion
## Why It's Good For The Game
A lotta feedback has passed through about heretic and it's time to
address some of it
- Problem: Not enough cool flash spells. Makes Focus not worth it.
- Solution: Adds some more spells to encourage focus use.
- Problem: Sacrifice targets being too willing or not harmed enough
- Solution: A permanent trauma.
- Problem: Not enough ways to power up.
- Solution: Adding more influences around, though I think there should
be more variety in knowledge rituals as well.
- Problem: Ash Passage sucks
- Solution: Makes it a smidge better to stay hidden with it.
- Problem: Heretic Ghouls get one hit by batons
- Solution: Stamina modifier should put them on par with unmodified
humans.
## Changelog
🆑 Melbert
add: Added five new heretic spells, one for each path. They come after
the Ritual of Knowledge.
add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a
cone which deal damage and freezes.
add: Flesh Surgery for Flesh heretics. A touch spell which can either
heal minions or be used on mobs to extract organs without surgery.
add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast,
which fires out a beam of fire that bounces between people.
add: Realignment for Blade heretics. Fleshmend, but for stuns and
stamina damage. Makes you a pacifist, but rapidly regenerates stamina.
add: Rust Construction for Rust heretics. Places a wall of rust on the
target rusted flooring. Can even be used to ascend z-levels!
balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of
Lesser Cleave slightly.
balance: Slightly more influences will spawn on the station per heretic.
balance: Heretics require an additional sacrifice on average for
ascension, but are given a fifth sacrifice target (randomly selected).
balance: Being sacrificed by a heretic now gives you a permanent phobia
of spooky things, including heretic mobs and items.
balance: Heretic ghouls now take reduced stamina damage, depending on
how small their health pool is.
balance: Using Jaunts will conceal your runechat for their duration.
balance: Spells which require emoting (Mime spells) require your hands
not be blocked to use.
refactor: Touch Spells were improved a bit. Added some new template
spells - Charged spells, and Charged beam spells.
fix: Fixes a runtime from losing heretic.
/🆑
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands.
* MIRRORS tgstation/tgstation#70561
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Splattercasting, an offensive, sanguine equivalent to Lichdom. (#70637)
A spell similar to lichdom, though with different conditions.
Dramatically reduces your cooldowns
Cooldown saved is converted into blood lost
You are now a vampire, drinking blood refills your bloodwell, and you're naturally slowly running out.
New school, Sanguine spells, which aren't affected by splattercasting and generally involve blood.
Species change allowed by @ SuperNovaa41
* Splattercasting, an offensive, sanguine equivalent to Lichdom.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Wizard DLC - Tower of Babel (#69629)
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
* Wizard DLC - Tower of Babel
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixes some incorrect `before_cast`s (personality commune, revenant) (#70339)
before_cast returns a bitflag, shouldn't return a bool. Bools will break it, TRUE especially cause it's the same as CANCEL_CAST. See
Fixes tesla blast #69394Fixes#70302
I'll see if this can be unit tested as well
* Fixes some incorrect `before_cast`s (personality commune, revenant)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Various Jaunt fixes (#70431)
* Jaunt code path reworked so that traits and other effects can be removed consistently regardless of how effect is ended.
Jaunts will more consistently clean themselves up (and unjaunt you) when you lose the spell.
If a shuttle lands on you while you are jaunted it will now kill you instead of crashing and fucking with the shuttle landing process.
Z travelling while inside an object or mob will now relay that direction instead, allowing you to jaunt up and down as well as cardinally.
Mirror walk button updates at correct times.
Blood and Shadow walk buttons have same functionality as Mirror Walk.
* Various Jaunt fixes
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Fixes tesla blast (#69394)
Currently, if you invoke tesla blast, it gets stuck on channeling forever. This is due to an oversight in the new spell/action system; returning TRUE (1) is the same as returning SPELL_CANCEL_CAST (1), resulting in the spell being erroneously cancelled without any cleanup.
* Fixes tesla blast
Co-authored-by: scriptis <scriptif@gmail.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes some issues with Heretic Stalker Shapechange (#68962)
* Fixes some issues with shapechange.
- I relied on mind actions to transfer the spell over to the new mob, which kind of fell through when shapechange was given via non-mind.
- Also, some minor fixes n tweaks some other eldritch spells while I'm here.
- Bodybound actions should also transfer over, it just makes sense, I think.
* Sanity check owner to avoid mindswap memes
* Fixes some issues with Heretic Stalker Shapechange
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* [MIRROR] Mob Ability Sequences Again Again (I swear this time)
* [MIRROR] Fix: Cult construct can attack while their spells are on cooldown (All spells no longer have a Melee CD by default) [MDB IGNORE]
* Update code/datums/actions/cooldown_action.dm