* Removing outdated .dmi
Outta here
* Injecting updated vial of shadows .dmi
Folder identical to original entry save for the vial of shadows getting an actual animated sprite
* Hitting the nail on the head.
FUCK.
* AHHHH, FOR REAL THIS TIME, VIAL OF SHADOWS.
Tried to pull a fast one on me.
* DMI files
* Progress
* we compiling
* innate cult action, various progress
* Reorganise runes, fix cult dagger action and admin cultist
* Cult tooltips, dagger icons
* Add mirror shield, return runes back to OG circles
* Cult structure lights, pylon update
* bola update, progress..
* cleaning rune fix, girder/structures anchor
* speed up cult walls
* Convert rune update, tweaks
* Add teleport portals
* fix runtimes
* cult objs start
* move current cult objs to backup
* Rework cult objectives, add narsie/singulo interactions
* spacing, admin log and message
* reviewstuff
* refactor cult conceal/reveal
* add a bit of range to reveal
* blood magic tweaks, hallway not in summon areas
* implement structure concealment, offer uncuff
* add parry sound, fix cult airlock reveal appearance
* Update remaining runes
* fix pylon blood restaure, up blood magic cost
* review tweaks and progress
* fix compilation
* fix offering rune bug
* Draw blood rune action refactor
* moar tweaks
* fixes, holy water blood magic clean, icons
* Add cultist hardsuit, tweaks
* reduce needed pylons for cult ghost, cult shield
* spirit realm fixes
* fix dark spirit
* Add blood rites
* exotic blood handling
* spacing, add adminbus dagger, bal. rune health cost
* woops
missed a var
* fix blood rite healing
* emp spell cult immunity
* fix exploit and narsie references
* new rune sprites
* color defines
* SEND_SOUNDS, cult summon areas
* fix soap, barrier, and add CC location on narsie
* cult structure fix
* functional ascendance, undo cult spacesuit changes
* woops
* whetstone qdel, tweaks
* fix empty area selection bug
* cult ascendance numbers
* add cult blade sprite, add sacrificing head/brains
* review stuff
* fix runtime and twisted cons target
* review stuff
* code clarity
* remove unnecessary cultist checks
* Add support for wizard cultists
* cleanip
* fix concealed glass airlocks
* update objs
* remove talisman ref
* fix status procs
* clarifications, remove unnecessary var
* deconflicting
* deconflicting LF
* oops
* readd new icons
* more conflcit stuff
* readd drill and jaws icons
* review stuff
* silence on conversion
* Readd compact sniper icons
* Remove ambiguity
* 2 sacrifices required
* check antag panel improvements, bug fixes
* limits narsie cult ghost cheese
* CC message
* trailing newlines
* Shade/construct update
* bug fixes
* balance bloodboil, update CC message
* add a newline to something i didnt touch
idk ask travis bout it
* remove metastation extra null rod and shard
* fix teleport runes list, update icon
* remove tg cultist icon
* update cult actions with new tome
* Remove mirror shield throw, spell constructs
Add in sacrificing any brain with a mind.
* Fix more conflicts
* Fix double return
* Add descriptions to cult recipes, fix icons
* fix shuttle curse exploit
* Update wall rune, cult shields, runed recipe width
* implement flagellant sprites, misc changes
* Fix conversion rune
* Add cult blood barrage healing
* Trailing line
* fix whitespace
* Remove can_speak check on invoke
* Deconflict pt. 2
* Bugfixes the 1st
Fixes bugs 2 and 4 in the 'Known Issues' section
* cult.dm tweaks
Oh boy, even more commits!
* Fixes blood halberds swapping directions on wield
* Tweaks and stylin'
Changed a few span classes around and added a 'Remaining Charges' display to the Blood Rite spell
* Ritual tweaks (And some other stuff)
Fixes:
Altar stray pixel,
Using 'Twisted Construction' on a cult door,
Rune drawing checks,
probably more idk
* Rune tweaks & fixes
Fixes:
Wraith glowing not turning off while jaunted,
A MASSIVE oversight by me with playsound(),
probably also some other stuff but I've been staring at this file for a week and I've forgot most of what I did.
* Testmerge fixes the 1st
Fixes:
Ascendent is now Ascendant,
The Cultist greeting is now in the correct order,
IPCs now draw oil coloured runes,
No longer able to sacrifice a body multiple times,
Sacrificing a brain or head now gives a soul shard,
Converting an IPC or someone with robotic limbs now heals them correctly,
Probably more.
* Mirror Shield balancing
Being hit by a projectile above a damage threshold (10) now increases the chances of the mirror shield shattering, by 3% per damage point.
This may seem pretty low, but an Energy Gun would have a 30% chance of breaking the shield per hit. (Assuming I did this right, anyway.)
* Insect repairs and more
Changes:
Makes the shuttle curse lines a define,
Comments out the changing construct names,
Made flagellant robes block hair,
Added documentation to the mirror shield (See said documentation for details),
Made the cooldown examine text for cult structures display minutes and seconds,
Removed the ability to sacrifice the same body multiple times,
Cleaned up the soulstone code (and hopefully didn't break anything),
Probably still missed something, oh well!
* Rune opacity and Stun timing
Changes:
Halved all the values of the 'Stun' spell, since it was presumably an oversight. (20 second stun to 10)
The 'mouse_opacity' for runes has been set to 'opaque', this means that clicking on any spot on the tile will select it. (Less fiddly)
The '(REMOVE SPELL)' choice when choosing spells now only shows if there's any spells to remove.
Dunking someones head in the lava forge now only works if they have a head.
Also fixed a whole bunch of typos/gramatical errors.
* Blood Boil, Blood Barrage and EMP Sprites!
Changes:
Overhauled the 'Blood Boil' rune (See documentation)
Added in-hand sprites and red sparks for 'Blood bolt barrage'.
The nar'sie rune now removes all runes around it to prevent clipping.
Fixed runtime when examining the 'Arcane Barrage' spell.
Added new sprites for the EMP spell, courtesy of @kugamo!
Co-Authored-By: Kugamo <thekugamo@gmail.com>
* A few more tweaks
Changes:
Halved the percentages of 'Rise' (Glowing eyes) and 'Ascend' (Halos) to 10% and 20% respectively.
Hopefully fixed shield walls being passable while active.
Changed "Nar-sie" to "Nar'sie" in a few places.
* TM 2 fixes
Changes:
Teleport runes now only show the user when the animation has finished.
Cult shields are now invisible to ghosts when disabled.
Crayon runes now use the new rune sprites.
Construct night vision now actually works.
You can no longer soulstone yourself.
The death message for cult structures is now bigger.
Cult objectives are now displayed at roundstart.
Tweaked the icons for artificer spells.
Tweaked some cult related 'Tip of the round's.
Summoned cult ghosts no longer show in the 'Check Antagonists' panel when dead. (Hopefully)
* Cult members and Deconversion
Changes:
Using the 'Study the Veil' ability now shows how many members the cult has.
Holy water now unequips all cult clothing on deconversion. (Flagellant robe, blindfold, etc.)
Nar'Sie no longer warns admins that it doesn't have a containment field.
Fixed Zealot's Blindfolds not temporarily blinding any non-cultists who touch them.
The 'Summon Cultist' rune description now explains that restrained cultists cannot be summoned.
Fixed Travis (Probably)
* Cult Rise/Ascend balancing V1
The values here will almost certainly need some tweaking, but I feel like it's better than it was before; and certainly more customisable.
* Possibly maybe hopefully (one of) the last commits
Changes:
The cult halo no longer vanishes on relogging.
It's now possible to drag things on to runes again.
* A few minor fixes, and a major one
Changes:
Resetting your action button positions no longer completely breaks blood spells.
The downside to this fix is that Blood spells can no longer be moved around, so sorry sorry about that.
Fixes: #14393Fixes: #13855
* New weapon sprites!
Adds fancy new sprites for all cult daggers and swords, courtesy of @McRamon!
They will need adjustments for Vox and Kidan at some point, and the Skrell inhand can look a bit odd at times, but those are also problems for every other weapon in the game so that can be fixed later.
Co-Authored-By: McRamon <31545294+McRamon@users.noreply.github.com>
* TM 3 fixes
Changes:
Fixed action button related bugs, including making them movable again! (probably caused a bunch more but eh),
Slightly tweaked threshold for ascendance,
Blood Rites now cleans up slime blood,
The Deconversion message is now bigger,
Flagellant robes now take 5% more damage (Lasers do 30 damage rather than 29),
Teleport runes can no longer be erased while a portal effect is open,
Teleport rune portals now always show the Z-Level if they're not in station space,
Teleporting another player no longer makes you temporarily invisible,
Attempting to summon a restrained cultist now gives said cultist a warning message,
Fixed a runtime when placing a soulstone in a construct,
Cultists now show on the Orbit menu if you have AntagHUD enabled,
Fixed a few typos
Co-authored-by: datlo <quentinkoyote@gmail.com>
Co-authored-by: Kugamo <thekugamo@gmail.com>
Co-authored-by: McRamon <31545294+McRamon@users.noreply.github.com>
So i did a thing..and it messed up alot of other things..so i remade the
thing..
Adjusted some spans and redid the spawn locs based on the ghostie antag
A port of https://github.com/d3athrow/vgstation13/pull/4377

Allows brooms to be wielded with 2-hands. Doing so places the broom
between your legs so you look like you are riding it.
You can also put a horsehead mask onto the broom to create a stick-horse
to ride. This can also be wielded, but will ALWAYS appear between your
legs.
And for the more magically inclined, wielding a broom or stick-horse (2
hands!) will cause you to ride it like a witch, giving you the ability
to bypass hazards such as tables and banana peels.
Fixed the Veil Render sprite, I'd left part of the outline from cutting it out of the grid Ausops sent me.
Moved my stuff to a more recent part of the changelog because my ego needs feeding (no seriously because I think things like the chaplain being cult immune or nuke ops getting a teleporter needs to be well known)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3089 316c924e-a436-60f5-8080-3fe189b3f50e
Added Veil Render to the spellbook
Added the effect "rend" as part of Veil Render's summoning process. Rend spawns Nar-Sie and deletes itself after a 3 second delay.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3067 316c924e-a436-60f5-8080-3fe189b3f50e
Added the Wraith construct, a faster, more fragile construct which has a lesser version of Ethereal Jaunt. It too is vulnerable to bibles.
The Chaplain is now immune to blood boil, stun talismans, and cult blind/deafen
Constructs are finally creatable by using a full soulstone on an empty construct shell. The creator will be able to choose which kind of construct is created.
Cultists can get construct shells from their supply talisman
Wizards now get the spell "Artificer" which allows them to create construct shells for free when they select the soulstone belt.
Medical Borgs are now relentless to prevent them losing hold of incapacitated patients.
Added the Artificer (conjure construct shell), Phase Shift (lesser jaunt), and Shield (lesser forcewall) spells
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3054 316c924e-a436-60f5-8080-3fe189b3f50e
Soul Stones can now capture Shades (which heals them)
Soul Stones capturing a soul will now be imprinted with that shade, and be unable to capture new souls/other shades
Added ectoplasm object/sprites. As of now it has no uses.
Shades now delete on death and leave ectoplasm behind.
Soulstones can be bought with the wizards spellbook (as a set of six) and from the cultist supply talisman.
The Chaplain has a single soulstone in his office (mostly for testing/so it will get used often and I can get feedback)
Speaking of items on the map for testing, Reactive Teleport Armour no longer spawns in the RD's office (because Urist will murder me if I have to retarded test items out at once)
Removed some no longer needed code regarding soulstones from the suicide verb.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2821 316c924e-a436-60f5-8080-3fe189b3f50e
Right now you can't do anything them other than capture people (and talk to them if you're near the stone)
Added a new belt variety that can only hold shards. Still needs its own sprites.
They currently do not spawn anywhere/are admin only.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2777 316c924e-a436-60f5-8080-3fe189b3f50e
Added a direction finding algorithm for target, get_dir_to(). Mostly useful for positioning sprites in relation to a target. Such as energy beams, lines, and so on.
Changes to ninjas. Fixed a bunch of bugs and finished content. It is now possible to drag people with you when phase jaunting/shifting. Jaunting/shifting should also kill livestock, huggers, and damage mechs.
Renamed /obj/spell path to obj/proc_holder/spell in order to have a generic proc_holder category. For now it only works for the AI but can be expanded to other mobs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1566 316c924e-a436-60f5-8080-3fe189b3f50e
Wizard spells will be selectable through a time, instead of PDA/other. Currently inserted as the radio uplink.
Spells are now contained within a single file.
Added new spell, mind transfer. Allows the user to swap bodies with any available (non-braindead) human being. Traitors, changelings, and other similar people are not affected. It is possible to lose spells during the transfer. 1 minute cooldown. Probably still has bugs and/or balance issues.
Wizard teleport cooldown increased to 60 seconds.
All humanoid aliens (other than queen) may now vent crawl.
Hunters gain shorter devour time and a new ability to regurgitate their victims (if they are still alive).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@807 316c924e-a436-60f5-8080-3fe189b3f50e