Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
* Merge two not-really conflicts
Thanks git, that whitespace conflict was super important?
* DME merge
* Added defines for mobs used by simple animals.
* Lost a slime along the way
* Disable debug settings
* HONK!!!
* Remove redundant hostile decls
* Replace loc= with forceMove in old SA code
I guess I should think of the children.
Cores can now be locked and unlocked by a verb. Locked cores cannot be removed by anyone. Cores automatically unlock if the wearer dies or otherwise stops existing for some reason.
Healing spells now induce a flat instability cost on the healer instead of it being split between healer and healed. The amount healed is greatly increased if used on someone besides the healer.
Mend Organs is now called Great Mend Wounds, and now heals broken bones, IB, eye damage, and blood loss in addition to internal organs.
Radiating instability (the purple glow) now gives a warning to people afflicted.
Instability discounts should start applying correctly for specific cores.
Instability now affects all living mobs and not just humans. This includes borgs and simple animals.
Phase shift now adds ongoing instability while hiding inside the rift.
Projectile spells should be logged now.
Wards last forever, and should not die in vacuum now.
Restoration aura is now green colored and not blue.
Simple mobs and cyborgs are now harmed by lightning.
Cost for various spells and equipment adjusted greatly. In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted.
The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes.
Instability between 31 and 50 made less harsh.
Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see.
Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects.
Reflect spell made more forgiving for the Technomancer, lasting longer before expiring.
Projectile spells should be able to hit people more reliably.
Adds ability to sort the spells section of the catalog into categories. The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds. The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%. Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.
Unstable Aura will no longer do a hundred times its intended damage.
Gambit should no longer give base spell templates.
Wards should die properly now.
Track will no longer list the user as a valid option.
Shields should now stop projectile effects like stunning, if blocked.
Adds cores and other belongings to the tracking list for Track.
Cores worn or held by nontechnomancers cause instability buildup.
Frost Aura glow is now blue and not red.
Illusions can now do emotes as well as talk.
Illusion talking shouldn't be ruined due to double sanitize.
Phase Shift should work properly now.
Freedom and explosive implants can be bought in the catalog.
Moves spell HUD so it doesn't cover instability warning.
Makes Instability radiate out towards other humans at sufficently high amounts. People radiating instability will glow purple light. It is adviced to keep your distance or you will get instability as well.
Mark can no longer be cast on the admin z-level.
Adds Gambit, a spell which will randomly give you (almost) any spell that exists.
Shield now causes a bit of instability when blocking.
Recall will bring anyone who is grabbed along for the ride when cast.
Disposable Teleporters now function correctly.
Instability decays faster.
Adds two new spells;
Track: which functions similarly to a pinpointer for technomancer objects and apprentices. With a scepter, it will be able to track anyone as well.
Targeting Matrix: which assists in targeting with whatever is in your off-hand, for a price in instability and energy per shot.
Adds Gloves of Regeneration, which passively trades healing for hunger, as well as stabbing your hands with needles. They also insulate your hands.
Adds Boots of Speed, which act as no-slips and make the wearer run slightly faster than normal.
Adds the new gun sounds to Audible Deception.
Adds the Recycling and Summoner cores to the catalog, which I somehow forgot to do earlier.
Adds an instability modifer for different cores.
Adds several new healing spells, for dealing with internal organ troubles, as well as for dealing with robotic FBP healing.
Makes various healing spells cheaper in the catalog.