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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
65 lines
2.0 KiB
Plaintext
65 lines
2.0 KiB
Plaintext
/datum/technomancer/spell/flame_tongue
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name = "Flame Tongue"
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desc = "Using a miniturized flamethrower in your gloves, you can emit a flame strong enough to melt both your enemies and walls."
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cost = 50
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obj_path = /obj/item/weapon/spell/flame_tongue
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ability_icon_state = "tech_flametongue"
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category = OFFENSIVE_SPELLS
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/obj/item/weapon/spell/flame_tongue
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name = "flame tongue"
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icon_state = "flame_tongue"
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desc = "Burn!"
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cast_methods = CAST_MELEE
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aspect = ASPECT_FIRE
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var/obj/item/weapon/weldingtool/spell/welder = null
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/obj/item/weapon/spell/flame_tongue/New()
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..()
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set_light(3, 2, l_color = "#FF6A00")
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visible_message("<span class='warning'>\The [loc]'s hand begins to emit a flame.</span>")
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welder = new /obj/item/weapon/weldingtool/spell(src)
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welder.setWelding(1)
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/obj/item/weapon/spell/flame_tongue/Destroy()
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QDEL_NULL(welder)
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return ..()
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/obj/item/weapon/weldingtool/spell
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name = "flame"
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eye_safety_modifier = 3
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/obj/item/weapon/weldingtool/spell/process()
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return
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//Needed to make the spell welder have infinite fuel. Don't worry, it uses energy instead.
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/obj/item/weapon/weldingtool/spell/remove_fuel()
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return 1
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/obj/item/weapon/weldingtool/spell/eyecheck(mob/user as mob)
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return
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/obj/item/weapon/spell/flame_tongue/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
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if(isliving(hit_atom) && user.a_intent != I_HELP)
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var/mob/living/L = hit_atom
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if(pay_energy(1000))
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visible_message("<span class='danger'>\The [user] reaches out towards \the [L] with the flaming hand, and they ignite!</span>")
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L << "<span class='danger'>You ignite!</span>"
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L.fire_act()
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log_and_message_admins("has ignited [L] with [src].")
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adjust_instability(12)
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else
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//This is needed in order for the welder to work, and works similarly to grippers.
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welder.loc = user
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var/resolved = hit_atom.attackby(welder, user)
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if(!resolved && welder && hit_atom)
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if(pay_energy(500))
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welder.attack(hit_atom, user, def_zone)
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adjust_instability(4)
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if(welder && user && (welder.loc == user))
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welder.loc = src
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else
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welder = null
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qdel(src)
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return
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