- 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)
(That last commit was supposed to be Part 3, not 6, but might as well
roll with it)
- Ports over the summon item spell from /tg/, it allows the wizard to
mark an item and then later recall it to his hands. If it is within
another item, that item will be recalled with the marked item inside.
- Removes RNG max charge variation on staffs, most staffs will now have
6 max charges (Rather than a 25% chance of 8, 50% of 4, and 25% of 3),
the exception being the Staff of Door Creation and Staff of Chaos, which
each have 10 charges.
- Adds summonitem to Summon Magic.
- Summon Guns/Magic now cost 1 spell slot each once again.
All ported from /tg/ with the exception of the Summon Guns/Magic cost
changes, as well as the remove of staff charge variation.
- Adds in_hands for the Staff of Chaos and Staff of Door Creation
- Adds back sprites for said staffs, although they do not actually
appear for whatever reason, back sprites for older staffs also do not
appear.
- Adds unique sprites for the two staffs.
Ported from /tg/.
- 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).
- Adds the ability to construct Syndicate Medbots, which were previously
in the code but unable to be constructed. These bots will only heal
Syndicate Nukeops, and can only be made from the medikit box that
Nukeops can purchase.
- Fixed recharging in energy crossbows and laser tag guns, they were
recharging 10x slower than they were meant to.
- Gave the nukeops leader the ability to choose the name of their team.
- Gave the Bulldog an in-hand icon identical to the c20r until we can
figure out how to add left hand right hand icons without breaking
everything.
- Added a helmet for the Syndicates, identical to the helmet they
already had with a special icon.
- Replaced the SWAT helmet they had in their lockers with the new Syndi
helmets.
Map changes:
- Genetics APC fixed.
- Gygax removed from the armory at Fox's request.
- AI chamber reverted at Fox's request.
- Updated admin room.
Pulse rifles may now only be carried on a person's back. Because we
don't allow fun here.
Fancy new L6 SAW icon as well.