- Replaces the Syndicate Strike Team's pulse rifles with syndicate LMGs.
- Replaces the empty box in SST member's bags with an extra clip of LMG
ammo.
- Gives SST members each an emag to offset the fact that they no longer
have pulse rifles for destroying walls.
- Moves Summon Item .dm file to be with other spell files.
- Prevents the Mutate spell from being used on z-level 2, so you can't
refund the spell while it's in use for permahulk.
- Ports in repulse spell from /tg/, it pushes away movable objects and
mobs away from the wizards. Mobs within 5 tiles will be stunned for 2
seconds, and mobs in the same tile as the wizard are stunned for 5 and
take minor damage.
- Fixes forcefields and forcewall spell by porting over
/obj/effects/forcefields.dm from /tg/. (This also fixes the mime wall,
god help us all)
- Mime forcefield nerfed to a 5 second duartion, retains 30 second
cooldown. (Yeah, let's not have those last 30 seconds.)
- Fixes horsemask spell to work on non-human races.
- Removes ability of Summon Item to mark and recall brains due to
problems with organ system.
- Makes weeping angels turn back to their human form after Flesh to
Stone wears off if they were created via F to S and the Staff of
Animation. (/tg/ port)
- Wands will no longer display a missing sprite if you try to fire one
while it is drained. (Only change that wasn't ported from /tg/)
- When using a staff of change on somebody, you can now turn them into a
goat or space bats, and when turning them into a cyborg, there is a
chance of that cyborg being a syndicate cyborg.
- Ports over page-based UI for the Wizard's spellbook from /tg/.
- Ports over the Wand Belt, Staff of Chaos, and Staff of Door Creation
from /tg/. The Wand Belt contains several useful wands, however all of
them have limited charges. The Staff of Chaos will cause a different
projectile spell effect each time it is cast, and can currently imitate
any of the wands. The Staff of Door creation will create wooden doors
over any solid turf they contact, doing so removes said turf.
- Mind swap will no longer remove spells from the wizard due to RNG.
- The charge spell will no longer damage the charge of weapons that
normally recharge by themselves.
- Adds Staff of Door Creation to the Summon Magic list, removes the
staff of change from the normal Summon Magic list and makes it part of
the special list
- If Summon Magic rolls to create an item on the special list, it will
create that item once, and will no longer create anything else from the
special list. (List consists of the Staff of Change, Staff of Animation,
Wand Belt, Staff of Chaos, and Contract).
- Added a check to EI NATH for humans who are brainless.
- Fixed fires runtiming. When I replaced del(src) with a garbage collecting proc, I forgot to return afterwards so the rest of the code didn't execute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5567 316c924e-a436-60f5-8080-3fe189b3f50e
In totally unrelated news, added a horse mask.
Improved say.dm, so that adding more mask voicechanging snowflake code shouldn't have quite such a big impact.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5534 316c924e-a436-60f5-8080-3fe189b3f50e
-Forgot to add the staff of animation to the list of available spells. Fixes a runtime.
-Gave the clown the under-used water flower which squirts a unit of water.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5261 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed the extra dot on mineral wall descriptions
-Uranium walls can be dismantled with objects again
-Moved around the commented out code in walls_mineral.dm
-Improved the code by changing the typesof() procs to ispath()
Thanks to Carn and Sieve
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5062 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixes Issue 1085 - Artificers creating turfs with buggy lighting
-Spells now will use the proper proc to create turfs
Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
Artificers no longer have delay on spells, but can't create R-Walls
Carp attack damage is now 15 flat, having a chance to deal only 5 makes them far too weak.
Bears now actually have an attack value higher than zero, so players keyed into the bear can attack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4672 316c924e-a436-60f5-8080-3fe189b3f50e