September Release (#546)

* Makes the Armalis tail look better (#512)

* Fixing the tail

* Fixes #510

Fixes #510

* Death to Yosh's unholy pet. (#514)

* Removes mimics.

Yosh you clod!

* Forgot the wall fix.

* Adds Floorlength Braid back (#519)

* Update sprite_accessories_vr.dm

* Delete human_face_vr.dmi

* Adds floorlength braid back

* Adds Citadel's red panda tail, also a colourable version. Also adds Holly's ears and tail for hoodoo, Adds silvertalismen to the list of people who can use deathclaw accessories as per the recent app, and fixes some out-of-place pixels on the screesuit just as long as I'm messing with sprites.

* Adds in taur specific void/rigsuits (#524)

* Code works, North & South works.

East and West still requires fixing, however.

* Has west sprites working, east still broke

* Another fix

* Reverts taursuits sprite adjustment, changing

it to just adjust the X variable

* Makes on floor sprite look correct

Updates icon when worn, too.

Still need to figure out how to set on-sprite pixel_16 to -16, though.

* Typo fix

* This works

The /taur voidsuits work like a charm.
With the rigsuits, it'll show the correct sprite for taurs while the
rigsuit is sealing, but after it seals up it'll revert to the old
sprite. To fix this, all someone has to do is toggle and retoggle the
chestpiece.

If someone else without a taur/a different taur goes to wear a
rigsuit/voidsuit someone previously wore it'll change to fit their taur.
Pretty neat!

Sprites provided by SilencedMP515
Also, thanks to Nightwing for helping me get this working when I ran
into a brick wall.

* Fixes

* Fixes floating pixels when facing west & taur hardsuit bugfix (#533)

* Fixes floating pixels when facing west

* Fixes a taur hardsuit related bug

* Reactivates Away Gate (#528)

* Added stomach.ogg and stomach tiles for later

* Updated some gateway maps, added new (unfinished) one

* Snowfield progress

* This map is pretty much done!

* Return of the Gateway Maps

* Optimization of various shit.

* Copies a small fix from Polaris

https://github.com/PolarisSS13/Polaris/pull/2414

* Changed vore mob knockdown chance. Map fixes.

* Datraen corrects outstanding issues with away missions, separates certain parts of code into their own procs. (#532)

* Final commit.

- Tried to fix vore mobs not attacking prey once they are disabled.
- Various map fixes to be consistent with fixed gateway setup.
- Gave Markov bad grammar.
- Fixed polar bears not dying.
- Modernized all gateway maps except the clown temple which is still
broken.

* Fixes #537 (#538)

* September Polaris Sync (#545)

* Removes Captain as a title, sets default to Station Administrator, and adds a new title, Site Manager

* Fix atmo_control interface temperature reading

* Adds Multiple Alternative Titles

* Removed Supply Assistant

* Removed Sergeant

* Removed Computer Scientist

* Revert "Revert "Frame Cleanup""

This reverts commit 82722ba42f.

* Changed Supply Officer to Requisitions Officer

* Changed Requisitions Officer to Supply Chief and Removed Courier

* Removed Life Support Technician

* Removed Brig Officer

* Tweaks the lowest level of heat damage to be less insane

* Corrects damage amount for heat_damage_level_1

* Maybe Perhaps Last Major Technomancer PR
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.

* Adds Multiple New Clothing Items

* Makes Loincloths only Availiable to Taj and Unathi

* Tweaks the contents of the captain's closet

* Smokables now give an approximation of how much longer they'll burn once lit

* make teshari not bad to play

* Tea Tweaks

- Minor changes to the color of some of the drinks such as tea and iced tea. Still not happy with the colors, but they seem better than before.
- Modification to the British cup sprite.
- Addition of a tea sprite for the coffee cups.

* fixes exception handling runtiming

* Adds missing error handler that made it difficult to debug runtimes.

* Corrects error handling proc

* Adds missing runtime viewer Topic calls.

Relocates them to the datum itself rather than it being an admin topic for maximum self-containment.
Also adds 'adminplayerobservefollow', making it possible for admins to not only jump to mobs but also follow them with a single click.
Misc tweaks from Paradise.

* gib population

* Adds the ash() mob proc, preps ninja suit

* Fixes #2352

* Changelog

* alt title

* Rigs now have suit coolers

* Map edit

- Fixes lighting in Security. Again.
- Fixes lighting in Library.
- Adds a new maint tunnel between engineering solars and atmos, now
outside the blast radius of SME explosions.

* Almost forgot emergency shutters.

* Examine Cigarette Lore

* Fixes Capitalization

* Eliminates colon

* Should clear up the usr issue

* Fixes cryopods of all types not setting occupant correctly.

* updates changelog

* Fixes runtime that occured if someone touched a blast door with an empty hand.

* Fixes check_rights() runtime.

* Adds magboots to ling spacesuits

* Adds Changelog

* Turret Fix
Turrets can now deploy properly and not be stuck in a state of deploying forever if a target is in range.

* Revert "Adds hub passwordu"

* Makes changeling recursive enhancement a passive power

* Corrects a description

* Adss changelog

* Add files via upload

* Changeling/Wizard/Future Stuff Hud Button Fix
Hopefully this stops the roundstop changeling hud wonkiness.

* Changes Mining Hardsuit slowdown to 1, from 3

* Widened hallway

* Speeds up arm_guard and leg_guard wearers slightly

* Forgot to use map cleanup tool.

* Adds changelog

* Adds changelog

* Minor Emitter Tweaks
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it.  They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.

* Github, stop being stupid!

* Tweaks Sec Voidsuit values

* Fixes external airlocks

* Elevator-MMI fix

* Shoveling Snow

* Laptop ID Computer Fix
The manifest should now be updated correctly when using laptops.

* do_after is more immersive

* Fixes second bug involving inability to change title to station admin.

* Adds more unathi hair and facial options

* Adds the changelog

* Retweaks secret player requirements

* Updates changelog

* Fixes sprite not updating to not be floating when leaving non-gravity

* Adds changelog

* Fixes changeling revive not working when you're missing a limb

* Fixes #860

* Adds changelog

* Makes flash confused duration the same length as the flash blurry eyes

* Increases the change of lung rupturing

* Adds vomit as an emote

* Adds changelog

* Removes revolution shuttle delay

* Adds changelog

* Projectile flash rounds will now do the same as a flash when hitting a target

* Adds changelog

* Fixes dna-lockable gun explosion security level

* Drink Container Lore

* Decapitalizes 'Sleeper'  Because Why

* Fixes Grammatical/Flow/Sarcasm Errors

* Completes dna lockable guns implementation by adding a dna chip that can be added to guns

* Fixes + forgotten file

* Moves DNA locking stuff down to the item level rather than gun, also adds the ability to emag to remove the lock

* Adds changelog

* Adds the ability to wear ponchos as an accessory, also adds the ability to have ponchos as a suit accessory

* Adds changelog

* Closes 2 missing spans

* Adds secure briefcase to custom loadout

* Adds changelog

* Headgear Additions, and an Undershirt

* Medical splint buff and new ghetto splints.
Adds hands and feet to splint-splintable organs.
Also adds ghetto splints that can't do hands and feet.

* Fixed Sleeper... Again

* Renames "poncho" slot to "over"

* Speeds Hyperzine metabolism

* 1.5.8 Map bug fixes
-Fixed brit cup sprite.
- Replaced a maintenance door leading into atmospherics with one with the proper access.
- Fixed Missing Disposals pipe next to atmos.
- Tweaked some light placement in the main hallways.
- AI core redesign.
- Turned off medbay lobby intercom.
- Cyborg charging station added to prison wing.
- Cyborg charging station added to the research outpost.
- Medical rig suit added to medical.
- EVA rig suit for engineering added to EVA.
- Second  residential elevator installed. Due to budget cuts the size of the elevators has been reduced.

* Updates changelog

* Sombrero Code

* Fixes #2365

* Adds changelog

* Sleeper is evil.

* no message

* Changelog

* Stops observers from leaving prints on the ground.

No more spooking the mortals, ghosts.

* Allows autotraitor in secret to start with 0 players

* Adds changelog

* Makes diona slightly less slow

* Adds changelog

* Bowling Shirts

* Updates changelog

* Adds a missing description

* Flat Cap Changes and Hair Bow

* Fixed Error

* Adds an in-hand

* Lower Torso cannot be amputated

* Smoke works, adds changelog

* Updates changelog

* Makes Unathi Voidsuits Less Fat

* Medical related fixes

* Fuzzy Cuffs

* Tube Top

* Made Icons for Security Suit Less Gaunt

* Revert "Medical related fixes"

This reverts commit d7c59520e6.

* Just the fix to random med item now

* Fixes Evening Glove Coloring

* HAZMAT Suits

* Changes Unathi sprite slightly

* Tweaks skirt pathing

* Corrects changelog

* Adds changelog

* Construction Voidsuits

* makes people bleed real good

* adderino changeling

* Revert "Revert "Adds hub passwordu""

* Explosive implants should no longer gib on limbs.

* I still have no idea what I am doing.

* Resolves #331

* Allow unsetting custom species (Fixes #540) (#544)
This commit is contained in:
Spades
2016-09-11 22:36:13 -04:00
committed by GitHub
parent 3324140ef5
commit 707aac58df
402 changed files with 18137 additions and 16616 deletions
@@ -24,7 +24,6 @@
/obj/machinery/atmospherics/unary/freezer/New()
..()
initialize_directions = dir
circuit = new circuit(src)
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
@@ -24,7 +24,6 @@
/obj/machinery/atmospherics/unary/heater/New()
..()
initialize_directions = dir
circuit = new circuit(src)
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
+21
View File
@@ -162,3 +162,24 @@
/proc/key_name_admin(var/whom, var/include_name = 1)
return key_name(whom, 1, include_name)
// Helper procs for building detailed log lines
/datum/proc/log_info_line()
return "[src] ([type])"
/atom/log_info_line()
var/turf/t = get_turf(src)
if(istype(t))
return "([t]) ([t.x],[t.y],[t.z]) ([t.type])"
else if(loc)
return "([loc]) (0,0,0) ([loc.type])"
else
return "(NULL) (0,0,0) (NULL)"
/mob/log_info_line()
return "[..()] ([ckey])"
/proc/log_info_line(var/datum/d)
if(!istype(d))
return
return d.log_info_line()
+1 -1
View File
@@ -73,8 +73,8 @@
var/obj/screen/spell/S = spell_objects[i]
var/xpos = x_position + (x_position < 8 ? 1 : -1)*(i%7)
var/ypos = y_position + (y_position < 8 ? round(i/7) : -round(i/7))
S.screen_loc = "[encode_screen_X(xpos)]:[x_pix],[encode_screen_Y(ypos)]:[y_pix]"
if(spell_holder && spell_holder.client)
S.screen_loc = "[encode_screen_X(xpos)]:[x_pix],[encode_screen_Y(ypos)]:[y_pix]"
spell_holder.client.screen += S
S.handle_icon_updates = 1
@@ -327,9 +327,7 @@
/datum/controller/process/proc/catchException(var/exception/e, var/thrower)
if(istype(e)) // Real runtimes go to the real error handler
// There are two newlines here, because handling desc sucks
e.desc = " Caught by process: [name]\n\n" + e.desc
world.Error(e, e_src = thrower)
log_runtime(e, thrower, "Caught by process: [name]")
return
var/etext = "[e]"
var/eid = "[e]" // Exception ID, for tracking repeated exceptions
-3
View File
@@ -33,9 +33,6 @@ datum/controller/game_controller/New()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
spawn(20)
createRandomZlevel()
setup_objects()
setupgenetics()
SetupXenoarch()
+1 -1
View File
@@ -361,7 +361,7 @@
clothes_s = new /icon('icons/mob/uniform.dmi', "virologywhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY)
if("Captain")
if("Station Administrator")
clothes_s = new /icon('icons/mob/uniform.dmi', "captain_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
if("Head of Security")
+5
View File
@@ -42,6 +42,11 @@
icon_state = "halterneck_bra"
has_color = TRUE
/datum/category_item/underwear/top/tubetop
name = "Tube Top"
icon_state = "tubetop"
has_color = TRUE
/datum/category_item/underwear/top/fishnet_base
name = "Fishnet top"
icon_state = "fishnet_body"
+22 -1
View File
@@ -8,6 +8,11 @@
icon_state = "undershirt"
has_color = TRUE
/datum/category_item/underwear/undershirt/shirt_long
name = "Longsleeve Shirt"
icon_state = "undershirt_long"
has_color = TRUE
/datum/category_item/underwear/undershirt/tank_top
name = "Tank top"
icon_state = "tanktop"
@@ -62,4 +67,20 @@
/datum/category_item/underwear/undershirt/shirt_blue_striped
name = "Shirt, blue stripes"
icon_state = "shirt_stripes_s"
icon_state = "shirt_stripes_s"
/datum/category_item/underwear/undershirt/bowling
name = "Bowling Shirt, Red"
icon_state = "bowling"
/datum/category_item/underwear/undershirt/bowlingp
name = "Bowling Shirt, Pink"
icon_state = "bowlingp"
/datum/category_item/underwear/undershirt/bowlinga
name = "Bowling Shirt, Aqua"
icon_state = "bowlinga"
/datum/category_item/underwear/undershirt/bowlingw
name = "Bowling Shirt, White"
icon_state = "bowlingw"
+1 -1
View File
@@ -11,7 +11,7 @@ var/const/AALARM_WIRE_AALARM = 16
/datum/wires/alarm/CanUse(var/mob/living/L)
var/obj/machinery/alarm/A = holder
if(A.wiresexposed)
if(A.panel_open)
return 1
return 0
+1 -1
View File
@@ -87,7 +87,7 @@ var/global/list/PDA_Manifest = list()
heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
depthead = 1
if(rank=="Captain" && heads.len != 1)
if(rank=="Station Administrator" && heads.len != 1)
heads.Swap(1,heads.len)
if(real_rank in security_positions)
+3 -3
View File
@@ -6,7 +6,7 @@ var/datum/antagonist/mutineer/mutineers
role_text_plural = "Mutineers"
id = MODE_MUTINEER
antag_indicator = "mutineer"
restricted_jobs = list("Captain")
restricted_jobs = list("Station Administrator")
/datum/antagonist/mutineer/New(var/no_reference)
..()
@@ -39,7 +39,7 @@ var/datum/antagonist/mutineer/mutineers
proc/get_head_loyalist_candidates()
var/list/candidates[0]
for(var/mob/loyalist in player_list)
if(loyalist.mind && loyalist.mind.assigned_role == "Captain")
if(loyalist.mind && loyalist.mind.assigned_role == "Station Administrator")
candidates.Add(loyalist.mind)
return candidates
@@ -47,7 +47,7 @@ var/datum/antagonist/mutineer/mutineers
var/list/candidates[0]
for(var/mob/mutineer in player_list)
if(mutineer.client.prefs.be_special & BE_MUTINEER)
for(var/job in command_positions - "Captain")
for(var/job in command_positions - "Station Administrator")
if(mutineer.mind && mutineer.mind.assigned_role == job)
candidates.Add(mutineer.mind)
return candidates
+1 -1
View File
@@ -13,7 +13,7 @@ var/datum/antagonist/ert/ert
and before taking extreme actions, please try to also contact the administration! \
Think through your actions and make the roleplay immersive! <b>Please remember all \
rules aside from those without explicit exceptions apply to the ERT.</b>"
leader_welcome_text = "As leader of the Emergency Response Team, you answer only to the Company, and have authority to override the Captain where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the captain where possible, however."
leader_welcome_text = "As leader of the Emergency Response Team, you answer only to the Company, and have authority to override the Station Administrator where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the Station Administrator where possible, however."
landmark_id = "Response Team"
id_type = /obj/item/weapon/card/id/centcom/ERT
+1 -1
View File
@@ -60,7 +60,7 @@ var/datum/antagonist/raider/raiders
/obj/item/clothing/suit/storage/toggle/hoodie,
/obj/item/clothing/suit/storage/toggle/hoodie/black,
/obj/item/clothing/suit/unathi/mantle,
/obj/item/clothing/suit/poncho,
/obj/item/clothing/accessory/poncho,
)
var/list/raider_guns = list(
+1 -1
View File
@@ -6,7 +6,7 @@
bantype = "changeling"
feedback_tag = "changeling_objective"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Station Administrator")
welcome_text = "Use say \"#g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them."
flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
antaghud_indicator = "hudchangeling"
+1 -1
View File
@@ -11,7 +11,7 @@ var/datum/antagonist/cultist/cult
role_text = "Cultist"
role_text_plural = "Cultists"
bantype = "cultist"
restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Head of Security", "Captain")
restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Head of Security", "Station Administrator")
protected_jobs = list("Security Officer", "Warden", "Detective")
role_type = BE_CULTIST
feedback_tag = "cult_objective"
@@ -29,7 +29,7 @@ var/datum/antagonist/revolutionary/revs
faction_indicator = "rev"
faction_invisible = 1
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg", "Station Administrator", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective")
/datum/antagonist/revolutionary/New()
+1 -1
View File
@@ -3,7 +3,7 @@ var/datum/antagonist/traitor/traitors
// Inherits most of its vars from the base datum.
/datum/antagonist/traitor
id = MODE_TRAITOR
protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Captain")
protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Station Administrator")
flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
/datum/antagonist/traitor/auto
+58
View File
@@ -0,0 +1,58 @@
/area/awaymission
name = "\improper Unknown Location"
icon_state = "away"
var/list/valid_spawn_turfs = list()
var/list/valid_mobs = list()
var/list/valid_flora = list()
var/mobcountmax = 0
var/floracountmax = 0
/area/awaymission/proc/EvalValidSpawnTurfs()
//Adds turfs to the valid)turfs list, used for spawning.
for(var/turf/simulated/floor/F in src)
valid_spawn_turfs |= F
for(var/turf/unsimulated/floor/F in src)
valid_spawn_turfs |= F
/area/awaymission/initialize()
..()
sleep(180)
EvalValidSpawnTurfs()
if(!valid_spawn_turfs.len)
world.log << "Error! [src] does not have any turfs!"
return TRUE
//Handles random mob placement for mobcountmax, as defined/randomized in initialize of each individual area.
spawn_mob_on_turf()
//Handles random flora placement for floracountmax, as defined/randomized in initialize of each individual area.
spawn_flora_on_turf()
world << "Away mission spawning done."
/area/awaymission/proc/spawn_mob_on_turf()
if(!valid_mobs.len)
world.log << "[src] does not have a set valid mobs list!"
return TRUE
var/mob/M
var/turf/Turf
for(var/mobscount = 0 to mobcountmax)
M = pick(valid_mobs)
Turf = pick(valid_spawn_turfs)
valid_spawn_turfs -= Turf
new M(Turf)
/area/awaymission/proc/spawn_flora_on_turf()
if(!valid_flora.len)
world.log << "[src] does not have a set valid flora list!"
return TRUE
var/obj/F
var/turf/Turf
for(var/floracount = 0 to floracountmax)
F = pick(valid_flora)
Turf = pick(valid_spawn_turfs)
valid_spawn_turfs -= Turf
new F(Turf)
+1 -1
View File
@@ -1137,7 +1137,7 @@ area/space/atmosalert()
sound_env = MEDIUM_SOFTFLOOR
/area/crew_quarters/captain
name = "\improper Command - Captain's Office"
name = "\improper Command - Station Administrator's Office"
icon_state = "captain"
sound_env = MEDIUM_SOFTFLOOR
+6 -1
View File
@@ -32,4 +32,9 @@
flags = RAD_SHIELDED
/area/crew_quarters/sleep/vistor_room_12
flags = RAD_SHIELDED
flags = RAD_SHIELDED
/area/teleporter/departing
name = "\improper Long-Range Teleporter"
icon_state = "teleporter"
music = "signal"
+1 -1
View File
@@ -12,7 +12,7 @@
certain though... there is never just one of them. Good luck."
config_tag = "changeling"
required_players = 2
required_players_secret = 2
required_players_secret = 3
required_enemies = 1
end_on_antag_death = 0
antag_scaling_coeff = 10
@@ -1,24 +1,34 @@
//This is a generic proc that should be called by other ling armor procs to equip them.
/mob/proc/changeling_generic_armor(var/armor_type, var/helmet_type)
var/datum/changeling/changeling = changeling_power(20,1,100,CONSCIOUS)
if(!changeling)
return
/mob/proc/changeling_generic_armor(var/armor_type, var/helmet_type, var/boot_type, var/chem_cost)
if(!ishuman(src))
return 0
var/mob/living/carbon/human/M = src
if(istype(M.wear_suit, armor_type) || istype(M.head, helmet_type) || istype(M.shoes, boot_type))
chem_cost = 0
var/datum/changeling/changeling = changeling_power(chem_cost, 1, 100, CONSCIOUS)
if(!changeling)
return
//First, check if we're already wearing the armor, and if so, take it off.
if(istype(M.wear_suit, armor_type) || istype(M.head, helmet_type))
if(istype(M.wear_suit, armor_type) || istype(M.head, helmet_type) || istype(M.shoes, boot_type))
M.visible_message("<span class='warning'>[M] casts off their [M.wear_suit.name]!</span>",
"<span class='warning'>We cast off our [M.wear_suit.name]</span>",
"<span class='italics'>You hear the organic matter ripping and tearing!</span>")
qdel(M.wear_suit)
qdel(M.head)
if(istype(M.wear_suit, armor_type))
qdel(M.wear_suit)
if(istype(M.head, helmet_type))
qdel(M.head)
if(istype(M.shoes, boot_type))
qdel(M.shoes)
M.update_inv_wear_suit()
M.update_inv_head()
M.update_hair()
M.update_inv_shoes()
return 1
if(M.head || M.wear_suit) //Make sure our slots aren't full
@@ -31,11 +41,15 @@
var/obj/item/clothing/suit/H = new helmet_type(src)
src.equip_to_slot_or_del(H, slot_head)
src.mind.changeling.chem_charges -= 20
var/obj/item/clothing/shoes/B = new boot_type(src)
src.equip_to_slot_or_del(B, slot_shoes)
src.mind.changeling.chem_charges -= chem_cost
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
M.update_inv_wear_suit()
M.update_inv_head()
M.update_hair()
M.update_inv_shoes()
return 1
/mob/proc/changeling_generic_equip_all_slots(var/list/stuff_to_equip, var/cost)
@@ -15,7 +15,6 @@
if(src.mind.changeling.recursive_enhancement)
if(changeling_generic_weapon(/obj/item/weapon/melee/arm_blade/greater))
src << "<span class='notice'>We prepare an extra sharp blade.</span>"
src.mind.changeling.recursive_enhancement = 0
return 1
else
@@ -68,6 +67,10 @@
creator = null
..()
/obj/item/weapon/melee/arm_blade/suicide_act(mob/user)
viewers(user) << "<span class='danger'>[user] is impaling \himself the [src.name]! It looks like \he's trying to commit suicide.</span>"
return(BRUTELOSS)
/obj/item/weapon/melee/arm_blade/process() //Stolen from ninja swords.
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
+44 -4
View File
@@ -2,14 +2,14 @@
name = "Organic Space Suit"
desc = "We grow an organic suit to protect ourselves from space exposure."
helptext = "To remove the suit, use the ability again."
ability_icon_state = "lingspacesuit"
ability_icon_state = "ling_space_suit"
genomecost = 1
verbpath = /mob/proc/changeling_spacesuit
/mob/proc/changeling_spacesuit()
set category = "Changeling"
set name = "Organic Space Suit (20)"
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling,/obj/item/clothing/head/helmet/space/changeling))
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling,/obj/item/clothing/head/helmet/space/changeling,/obj/item/clothing/shoes/magboots/changeling, 20))
return 1
return 0
@@ -17,7 +17,7 @@
name = "Chitinous Spacearmor"
desc = "We turn our skin into tough chitin to protect us from damage and space exposure."
helptext = "To remove the armor, use the ability again."
ability_icon_state = "lingarmor"
ability_icon_state = "ling_armor"
genomecost = 3
verbpath = /mob/proc/changeling_spacearmor
@@ -25,7 +25,7 @@
set category = "Changeling"
set name = "Organic Spacearmor (20)"
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling/armored,/obj/item/clothing/head/helmet/space/changeling/armored))
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling/armored,/obj/item/clothing/head/helmet/space/changeling/armored,/obj/item/clothing/shoes/magboots/changeling/armored, 20))
return 1
return 0
@@ -63,6 +63,36 @@
/obj/item/clothing/head/helmet/space/changeling/dropped()
qdel(src)
/obj/item/clothing/shoes/magboots/changeling
desc = "A suction cupped mass of flesh, shaped like a foot."
name = "fleshy grippers"
icon_state = "lingspacesuit"
action_button_name = "Toggle Grippers"
canremove = 0
/obj/item/clothing/shoes/magboots/changeling/set_slowdown()
slowdown = shoes? max(SHOES_SLOWDOWN, shoes.slowdown): SHOES_SLOWDOWN //So you can't put on magboots to make you walk faster.
if (magpulse)
slowdown += 1 //It's already tied to a slowdown suit, 6 slowdown is huge.
/obj/item/clothing/shoes/magboots/changeling/attack_self(mob/user)
if(magpulse)
item_flags &= ~NOSLIP
magpulse = 0
set_slowdown()
force = 3
user << "We release our grip on the floor."
else
item_flags |= NOSLIP
magpulse = 1
set_slowdown()
force = 5
user << "We cling to the terrain below us."
/obj/item/clothing/shoes/magboots/changeling/dropped()
..()
qdel(src)
//Armor
/obj/item/clothing/suit/space/changeling/armored
@@ -96,6 +126,16 @@
/obj/item/clothing/head/helmet/space/changeling/armored/dropped()
qdel(src)
/obj/item/clothing/shoes/magboots/changeling/armored
desc = "A tough, hard mass of chitin, with long talons for digging into terrain."
name = "chitinous talons"
icon_state = "lingarmor"
action_button_name = "Toggle Talons"
/obj/item/clothing/shoes/magboots/changeling/armored/dropped()
..()
qdel(src)
/obj/item/clothing/gloves/combat/changeling //Combined insulated/fireproof gloves
name = "chitinous gauntlets"
desc = "Very resilient gauntlets made out of black chitin. It looks very durable, and can probably resist electrical shock in addition to the elements."
@@ -26,7 +26,6 @@
if(src.mind.changeling.recursive_enhancement)
if(changeling_generic_weapon(/obj/item/weapon/electric_hand/efficent))
src << "<span class='notice'>We will shock others more efficently.</span>"
src.mind.changeling.recursive_enhancement = 0
return 1
else
if(changeling_generic_weapon(/obj/item/weapon/electric_hand,0)) //Chemical cost is handled in the equip proc.
@@ -21,7 +21,6 @@
if(src.mind.changeling.recursive_enhancement)
duration = duration + 150
src << "<span class='notice'>They will be deprived of sight for longer.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(duration)
T.disabilities &= ~NEARSIGHTED
T.eye_blind = 10
@@ -23,7 +23,6 @@
if(src.mind.changeling.recursive_enhancement)
range = range + 3
src << "<span class='notice'>We can fire our next sting from five squares away.</span>"
src.mind.changeling.recursive_enhancement = 0
changeling.sting_range = range
src.verbs -= /mob/proc/changeling_boost_range
spawn(5)
@@ -20,7 +20,6 @@
if(src.mind.changeling.recursive_enhancement)
inject_amount = inject_amount * 1.5
src << "<span class='notice'>We inject extra chemicals.</span>"
src.mind.changeling.recursive_enhancement = 0
if(T.reagents)
T.reagents.add_reagent("cryotoxin", inject_amount)
feedback_add_details("changeling_powers","CS")
@@ -19,7 +19,6 @@
if(src.mind.changeling.recursive_enhancement)
duration = duration + 100
src << "<span class='notice'>They will be unable to hear for a little longer.</span>"
src.mind.changeling.recursive_enhancement = 0
T << "<span class='danger'>Your ears pop and begin ringing loudly!</span>"
T.sdisabilities |= DEAF
spawn(duration) T.sdisabilities &= ~DEAF
@@ -20,7 +20,6 @@
if(src.mind.changeling.recursive_enhancement)
i = i * 2
src << "<span class='notice'>Our toxin will be extra potent, when it strikes.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(2 MINUTES)
if(T) //We might not exist in two minutes, for whatever reason.
T << "<span class='danger'>You feel a burning sensation flowing through your veins!</span>"
@@ -23,7 +23,6 @@
if(src.mind.changeling.recursive_enhancement)
effect = effect + 20
src << "<span class='notice'>We make them extremely weak.</span>"
src.mind.changeling.recursive_enhancement = 0
var/health_to_take_away = H.maxHealth * (effect / 100)
H.maxHealth -= health_to_take_away
@@ -31,7 +31,6 @@
if(src.mind.changeling.recursive_enhancement)
src << "<span class='notice'>We feel unstoppable.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(1)
var/i = 30
while(i)
@@ -23,7 +23,6 @@
if(src.mind.changeling.recursive_enhancement)
heal_amount = heal_amount * 2
src << "<span class='notice'>We will heal much faster.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(0)
src << "<span class='notice'>We begin to heal ourselves.</span>"
@@ -32,7 +32,6 @@
if(src.mind.changeling.recursive_enhancement)
heal_amount = heal_amount * 2
src << "<span class='notice'>We will heal much faster.</span>"
src.mind.changeling.recursive_enhancement = 0
for(var/i = 0, i<10,i++)
if(C)
@@ -25,7 +25,6 @@
if(src.mind.changeling.recursive_enhancement)
healing_amount = C.maxHealth
src << "<span class='notice'>We completely heal ourselves.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(0)
C.adjustBruteLoss(-healing_amount)
C.adjustFireLoss(-healing_amount)
@@ -33,6 +32,7 @@
C.adjustCloneLoss(-healing_amount)
C.adjustBrainLoss(-healing_amount)
C.restore_blood()
C.species.create_organs(C)
C.restore_all_organs()
C.blinded = 0
C.eye_blind = 0
@@ -1,6 +1,6 @@
/datum/power/changeling/recursive_enhancement
name = "Recursive Enhancement"
desc = "We cause our next ability use to have increased or additional effects."
desc = "We cause our abilities to have increased or additional effects."
helptext = "To check the effects for each ability, check the blue text underneath the ability in the evolution menu."
ability_icon_state = "ling_recursive_enhancement"
genomecost = 3
@@ -9,16 +9,16 @@
//Increases macimum chemical storage
/mob/proc/changeling_recursive_enhancement()
set category = "Changeling"
set name = "Recursive Enhancement (10)"
set desc = "Empowers our next ability."
var/datum/changeling/changeling = changeling_power(10,0,100,UNCONSCIOUS)
set name = "Recursive Enhancement"
set desc = "Empowers our abilities."
var/datum/changeling/changeling = changeling_power(0,0,100,UNCONSCIOUS)
if(!changeling)
return 0
if(src.mind.changeling.recursive_enhancement)
src << "<span class='warning'>We have already prepared to enhance our next ability.</span>"
src << "<span class='warning'>We will no longer empower our abilities.</span>"
src.mind.changeling.recursive_enhancement = 0
return 0
src << "<span class='notice'>We empower ourselves. Our next ability will be extra potent.</span>"
src << "<span class='notice'>We empower ourselves. Our abilities will now be extra potent.</span>"
src.mind.changeling.recursive_enhancement = 1
src.mind.changeling.chem_charges -= 10
feedback_add_details("changeling_powers","RE")
return 1
@@ -12,6 +12,8 @@
ling_datum.purchased_powers = list() //Then wipe all the powers we bought.
ling_datum.geneticpoints = ling_datum.max_geneticpoints //Now refund our points to the maximum.
ling_datum.chem_recharge_rate = 0.5 //If glands were bought, revert that upgrade.
src.mind.changeling.recursive_enhancement = 0 //Ensures this is cleared
ling_datum.chem_storage = 50
if(ishuman(src))
var/mob/living/carbon/human/H = src
@@ -27,17 +27,19 @@
C.radiation = 0
C.heal_overall_damage(C.getBruteLoss(), C.getFireLoss())
C.reagents.clear_reagents()
C.restore_all_organs(ignore_prosthetic_prefs=1) //Covers things like fractures and other things not covered by the above.
if(ishuman(C))
var/mob/living/carbon/human/H = src
H.species.create_organs(H)
H.restore_all_organs(ignore_prosthetic_prefs=1) //Covers things like fractures and other things not covered by the above.
H.restore_blood()
H.mutations.Remove(HUSK)
H.status_flags -= DISFIGURED
H.update_body(1)
for(var/limb in H.organs_by_name)
var/obj/item/organ/external/current_limb = H.organs_by_name[limb]
current_limb.undislocate()
current_limb.open = 0
if(current_limb)
current_limb.undislocate()
current_limb.open = 0
C.halloss = 0
C.shock_stage = 0 //Pain
@@ -40,7 +40,6 @@
if(src.mind.changeling.recursive_enhancement)
range = range * 2
src << "<span class='notice'>We are extra loud.</span>"
src.mind.changeling.recursive_enhancement = 0
for(var/mob/living/M in range(range, src))
if(iscarbon(M))
@@ -19,7 +19,6 @@
if(src.mind.changeling.recursive_enhancement)
duration = duration + 10
src << "<span class='notice'>They will be unable to cry out in fear for a little longer.</span>"
src.mind.changeling.recursive_enhancement = 0
T.silent += duration
feedback_add_details("changeling_powers","SS")
return 1
@@ -39,7 +39,6 @@
if(src.mind.changeling.recursive_enhancement)
H.invisibility = INVISIBILITY_OBSERVER
src << "<span class='notice'>We are now truly invisible.</span>"
src.mind.changeling.recursive_enhancement = 0
while(H.m_intent == "walk" && H.mind.changeling.cloaked && !H.stat) //This loop will keep going until the player uncloaks.
if(mind.changeling.chem_recharge_rate != 0) //Without this, there is an exploit that can be done, if one buys engorged chem sacks while cloaked.
+2 -2
View File
@@ -301,9 +301,9 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE")
if(5)
M << "<br>"
M << "<span class='danger'>THE CAPTAIN, HOP AND HOS ARE [who2]...LAWS UPDATED</span>"
M << "<span class='danger'>THE STATION ADMINISTRATOR, HOP AND HOS ARE [who2]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("THE CAPTAIN, HOP AND HOS ARE [who2]")
M.add_ion_law("THE STATION ADMINISTRATOR, HOP AND HOS ARE [who2]")
if(6)
M << "<br>"
M << "<span class='danger'>THE STATION IS BUILT FOR [who2]...LAWS UPDATED</span>"
+2 -2
View File
@@ -288,7 +288,7 @@ var/global/datum/controller/gameticker/ticker
var/captainless=1
for(var/mob/living/carbon/human/player in player_list)
if(player && player.mind && player.mind.assigned_role)
if(player.mind.assigned_role == "Captain")
if(player.mind.assigned_role == "Station Administrator")
captainless=0
if(!player_is_antag(player.mind, only_offstation_roles = 1))
job_master.EquipRank(player, player.mind.assigned_role, 0)
@@ -297,7 +297,7 @@ var/global/datum/controller/gameticker/ticker
if(captainless)
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))
M << "Captainship not forced on anyone."
M << "Station Administratorship not forced on anyone."
proc/process()
+1 -1
View File
@@ -10,7 +10,7 @@
only hope this unknown assassin isn't here for you."
config_tag = "ninja"
required_players = 1
required_players_secret = 1
required_players_secret = 3
required_enemies = 1
end_on_antag_death = 0
antag_tags = list(MODE_NINJA)
@@ -8,6 +8,5 @@
required_enemies = 3
auto_recall_shuttle = 0 //un-wanted on polaris
end_on_antag_death = 0
shuttle_delay = 3
antag_tags = list(MODE_REVOLUTIONARY, MODE_LOYALIST)
require_all_templates = 1
+34 -33
View File
@@ -1,8 +1,13 @@
#define ALL_SPELLS "All"
#define OFFENSIVE_SPELLS "Offensive"
#define DEFENSIVE_SPELLS "Defensive"
#define UTILITY_SPELLS "Utility"
#define SUPPORT_SPELLS "Support"
var/list/all_technomancer_spells = typesof(/datum/technomancer/spell) - /datum/technomancer/spell
var/list/all_technomancer_equipment = typesof(/datum/technomancer/equipment) - /datum/technomancer/equipment
var/list/all_technomancer_consumables = typesof(/datum/technomancer/consumable) - /datum/technomancer/consumable
var/list/all_technomancer_assistance = typesof(/datum/technomancer/assistance) - /datum/technomancer/assistance
var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datum/technomancer/presets
/datum/technomancer
var/name = "technomancer thing"
@@ -13,6 +18,9 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
var/obj_path = null
var/ability_icon_state = null
/datum/technomancer/spell
var/category = ALL_SPELLS
/obj/item/weapon/technomancer_catalog
name = "catalog"
desc = "A \"book\" featuring a holographic display, metal cover, and miniaturized teleportation device, allowing the user to \
@@ -27,8 +35,8 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
var/list/equipment_instances = list()
var/list/consumable_instances = list()
var/list/assistance_instances = list()
var/list/preset_instances = list()
var/tab = 0
var/spell_tab = ALL_SPELLS
var/show_scepter_text = 0
/obj/item/weapon/technomancer_catalog/apprentice
@@ -72,15 +80,23 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
if(!assistance_instances.len)
for(var/A in all_technomancer_assistance)
assistance_instances += new A()
if(!preset_instances.len)
for(var/P in all_technomancer_presets)
preset_instances += new P()
/obj/item/weapon/technomancer_catalog/apprentice/set_up()
..()
for(var/datum/technomancer/assistance/apprentice/A in assistance_instances)
assistance_instances.Remove(A)
// Proc: show_categories()
// Parameters: 1 (category - the category link to display)
// Description: Shows an href link to go to a spell subcategory if the category is not already selected, otherwise is bold, to reduce
// code duplicating.
/obj/item/weapon/technomancer_catalog/proc/show_categories(var/category)
if(category)
if(spell_tab != category)
return "<a href='byond://?src=\ref[src];spell_category=[category]'>[category]</a>"
else
return "<b>[category]</b>"
// Proc: attack_self()
// Parameters: 1 (user - the mob clicking on the catelog)
// Description: Shows an HTML window, to buy equipment and spells, if the user is the legitimate owner. Otherwise it cannot be used.
@@ -100,13 +116,17 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><b>Functions</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
dat += "<a href='byond://?src=\ref[src];refund_functions=1'>Refund Functions</a><br><br>"
for(var/datum/technomancer/spell in spell_instances)
dat += "[show_categories(ALL_SPELLS)] | [show_categories(OFFENSIVE_SPELLS)] | [show_categories(DEFENSIVE_SPELLS)] | \
[show_categories(UTILITY_SPELLS)] | [show_categories(SUPPORT_SPELLS)]<br>"
for(var/datum/technomancer/spell/spell in spell_instances)
if(spell.hidden)
continue
if(spell_tab != ALL_SPELLS && spell.category != spell_tab)
continue
dat += "<b>[spell.name]</b><br>"
dat += "<i>[spell.desc]</i><br>"
if(show_scepter_text)
@@ -123,8 +143,7 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<b>Equipment</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/equipment/E in equipment_instances)
dat += "<b>[E.name]</b><br>"
@@ -141,8 +160,7 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<b>Consumables</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/consumable/C in consumable_instances)
dat += "<b>[C.name]</b><br>"
@@ -159,8 +177,7 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<b>Assistance</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<b>Assistance</b></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/assistance/A in assistance_instances)
dat += "<b>[A.name]</b><br>"
@@ -171,24 +188,6 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<font color='red'><b>Cannot afford!</b></font><br><br>"
user << browse(dat, "window=radio")
onclose(user, "radio")
if(4) //Presets
var/dat = ""
user.set_machine(src)
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<b>Presets</b></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/presets/P in preset_instances)
dat += "<b>[P.name]</b><br>"
dat += "<i>[P.desc]</i><br>"
if(P.cost <= budget)
dat += "<a href='byond://?src=\ref[src];spell_choice=[P.name]'>Purchase</a> ([P.cost])<br><br>"
else
dat += "<font color='red'><b>Cannot afford!</b></font><br><br>"
user << browse(dat, "window=radio")
onclose(user, "radio")
// Proc: Topic()
// Parameters: 2 (href - don't know, href_list - the choice that the person using the interface above clicked on.)
@@ -210,6 +209,8 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
H.set_machine(src)
if(href_list["tab_choice"])
tab = text2num(href_list["tab_choice"])
if(href_list["spell_category"])
spell_tab = href_list["spell_category"]
if(href_list["spell_choice"])
var/datum/technomancer/new_spell = null
//Locate the spell.
@@ -269,4 +270,4 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
budget += spell_datum.cost
core.remove_spell(spell)
break
attack_self(H)
attack_self(H)
@@ -212,4 +212,4 @@
outgoing_instability = outgoing_instability * armor_factor
H.adjust_instability(outgoing_instability)
set_light(distance, distance, l_color = "#C26DDE")
set_light(distance, distance * 2, l_color = "#C26DDE")
@@ -4,6 +4,7 @@
far away from the caster. Failing that, it may inhibit those entities in some form."
cost = 40
obj_path = /obj/item/weapon/spell/abjuration
category = UTILITY_SPELLS
/obj/item/weapon/spell/abjuration
name = "abjuration"
@@ -4,6 +4,7 @@
will grab them automatically."
cost = 50
obj_path = /obj/item/weapon/spell/apportation
category = UTILITY_SPELLS
/obj/item/weapon/spell/apportation
name = "apportation"
@@ -6,6 +6,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/audible_deception
ability_icon_state = "tech_audibledeception"
category = UTILITY_SPELLS
/obj/item/weapon/spell/audible_deception
name = "audible deception"
@@ -4,6 +4,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/biomed
ability_icon_state = "tech_biomedaura"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/aura/biomed
name = "restoration aura"
@@ -7,6 +7,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/fire
ability_icon_state = "tech_fireaura"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/aura/fire
name = "Fire Storm"
@@ -20,7 +21,6 @@
qdel(src)
var/list/nearby_things = range(4,owner)
var/fire_prob = 10
var/temp_change = 25
var/temp_cap = 500
var/fire_power = 2
@@ -28,7 +28,6 @@
if(check_for_scepter())
temp_change = 50
temp_cap = 700
fire_prob = 25
fire_power = 4
for(var/mob/living/carbon/human/H in nearby_things)
if(is_ally(H))
@@ -41,16 +40,11 @@
turf_check:
for(var/turf/simulated/T in nearby_things)
if(prob(fire_prob))
if(prob(30))
for(var/mob/living/carbon/human/H in T)
if(is_ally(H))
continue turf_check
T.hotspot_expose(1000, 50, 1)
T.create_fire(fire_power)
// //We use hotspot_expose() to allow firesuits to protect from this aura.
// var/turf/location = get_turf(H)
// location.hotspot_expose(1000, 50, 1)
owner.adjust_instability(1)
@@ -6,6 +6,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/frost
ability_icon_state = "tech_frostaura"
category = DEFENSIVE_SPELLS // Scepter-less frost aura is nonlethal.
/obj/item/weapon/spell/aura/frost
name = "chilling aura"
@@ -35,8 +36,4 @@
var/cold_factor = abs(protection - 1)
H.bodytemperature = max( (H.bodytemperature - temp_change) * cold_factor, temp_cap)
// //We use hotspot_expose() to allow firesuits to protect from this aura.
// var/turf/location = get_turf(H)
// location.hotspot_expose(1, 50, 1)
owner.adjust_instability(1)
@@ -4,6 +4,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/shock
ability_icon_state = "tech_shockaura"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/aura/shock
name = "electric aura"
@@ -5,6 +5,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/unstable
ability_icon_state = "tech_unstableaura"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/aura/unstable
name = "degen aura"
@@ -5,6 +5,7 @@
enhancement_desc = "Blink distance is increased greatly."
cost = 100
obj_path = /obj/item/weapon/spell/blink
category = UTILITY_SPELLS
/obj/item/weapon/spell/blink
name = "blink"
@@ -4,6 +4,7 @@
useful to trick someone into believing you're casting a different spell, or perhaps just for fun."
cost = 25
obj_path = /obj/item/weapon/spell/chroma
category = UTILITY_SPELLS
/obj/item/weapon/spell/chroma
name = "chroma"
@@ -5,6 +5,7 @@
ability_icon_state = "tech_condensation"
cost = 50
obj_path = /obj/item/weapon/spell/condensation
category = UTILITY_SPELLS
/obj/item/weapon/spell/condensation
name = "condensation"
@@ -7,6 +7,7 @@
around the entity is merely a hologram used to allow the user to know if the creature is safe or not."
cost = 200
obj_path = /obj/item/weapon/spell/control
category = UTILITY_SPELLS
/mob/living/carbon/human/proc/technomancer_control()
place_spell_in_hand(/obj/item/weapon/spell/control)
@@ -6,6 +6,7 @@
cost = 25
obj_path = /obj/item/weapon/spell/dispel
ability_icon_state = "tech_dispel"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/dispel
name = "dispel"
@@ -7,6 +7,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/energy_siphon
ability_icon_state = "tech_energysiphon"
category = UTILITY_SPELLS
/obj/item/weapon/spell/energy_siphon
name = "energy siphon"
@@ -4,6 +4,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/flame_tongue
ability_icon_state = "tech_flametongue"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/flame_tongue
name = "flame tongue"
@@ -4,6 +4,7 @@
ability_icon_state = "tech_gambit"
cost = 50
obj_path = /obj/item/weapon/spell/gambit
category = UTILITY_SPELLS
/var/global/list/all_technomancer_gambit_spells = typesof(/obj/item/weapon/spell) - list(
/obj/item/weapon/spell,
@@ -5,6 +5,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/illusion
ability_icon_state = "tech_illusion"
category = UTILITY_SPELLS
/obj/item/weapon/spell/illusion
name = "illusion"
@@ -5,6 +5,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/insert/corona
ability_icon_state = "tech_corona"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/corona
name = "corona"
@@ -1,10 +1,11 @@
/datum/technomancer/spell/haste
name = "Haste"
desc = "Allows the target to run at speeds that should not be possible for an ordinary being. For three seconds, the target \
desc = "Allows the target to run at speeds that should not be possible for an ordinary being. For five seconds, the target \
runs extremly fast, and cannot be slowed by any means."
cost = 100
obj_path = /obj/item/weapon/spell/insert/haste
ability_icon_state = "tech_haste"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/haste
name = "haste"
@@ -22,7 +23,7 @@
L.force_max_speed = 1
L << "<span class='notice'>You suddenly find it much easier to move.</span>"
L.adjust_instability(10)
spawn(3 SECONDS)
spawn(5 SECONDS)
if(src)
on_expire()
@@ -5,6 +5,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_burns
ability_icon_state = "tech_mendburns"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_burns
name = "mend burns"
@@ -19,10 +20,10 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
H.adjustFireLoss(-1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
H.adjustFireLoss(-5)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(10)
on_expire()
@@ -4,6 +4,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_metal
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_metal
name = "mend metal"
@@ -18,14 +19,14 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
for(var/obj/item/organ/external/O in H.organs)
if(O.robotic < ORGAN_ROBOT) // Robot parts only.
continue
O.heal_damage(1, 0, internal = 1, robo_repair = 1)
O.heal_damage(5, 0, internal = 1, robo_repair = 1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()
@@ -5,6 +5,7 @@
cost = 75
obj_path = /obj/item/weapon/spell/insert/mend_organs
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_organs
name = "mend organs"
@@ -19,13 +20,13 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
for(var/obj/item/organ/O in H.internal_organs)
if(O.damage > 0)
O.damage = max(O.damage - 0.2, 0)
O.damage = max(O.damage - 1, 0)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()
@@ -5,6 +5,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_wires
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_wires
name = "mend wires"
@@ -19,14 +20,14 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
for(var/obj/item/organ/external/O in H.organs)
if(O.robotic < ORGAN_ROBOT) // Robot parts only.
continue
O.heal_damage(0, 1, internal = 1, robo_repair = 1)
O.heal_damage(0, 5, internal = 1, robo_repair = 1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(10)
on_expire()
@@ -5,6 +5,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_wounds
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_wounds
name = "mend wounds"
@@ -19,10 +20,10 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
H.adjustBruteLoss(-1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjustBruteLoss(-5)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()
@@ -1,10 +1,11 @@
/datum/technomancer/spell/purify
name = "Purify"
desc = "Clenses the body of harmful impurities, such as toxins, radiation, viruses, and such. \
desc = "Clenses the body of harmful impurities, such as toxins, radiation, viruses, genetic damage, and such. \
Instability is split between the target and technomancer, if seperate."
cost = 25
obj_path = /obj/item/weapon/spell/insert/purify
ability_icon_state = "tech_purify"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/purify
name = "purify"
@@ -23,12 +24,12 @@
H.disabilities = 0
// for(var/datum/disease/D in H.viruses)
// D.cure()
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
H.adjustToxLoss(-1)
H.adjustCloneLoss(-1)
H.radiation = max(host.radiation - 2, 0)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjustToxLoss(-5)
H.adjustCloneLoss(-5)
H.radiation = max(host.radiation - 10, 0)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()
@@ -1,10 +1,11 @@
/datum/technomancer/spell/repel_missiles
name = "Repel Missiles"
desc = "Places a repulsion field around you, which attempts to deflect incoming bullets and lasers, making them 30% less likely \
to hit you. The field lasts for two minutes and can be granted to yourself or an ally."
to hit you. The field lasts for five minutes and can be granted to yourself or an ally."
cost = 60
obj_path = /obj/item/weapon/spell/insert/repel_missiles
ability_icon_state = "tech_repelmissiles"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/repel_missiles
name = "repel missiles"
@@ -21,7 +22,7 @@
var/mob/living/L = host
L.evasion += 2
L << "<span class='notice'>You have a repulsion field around you, which will attempt to deflect projectiles.</span>"
spawn(2 MINUTES)
spawn(5 MINUTES)
if(src)
on_expire()
@@ -5,6 +5,7 @@
cost = 120
obj_path = /obj/item/weapon/spell/instability_tap
ability_icon_state = "tech_instabilitytap"
category = UTILITY_SPELLS
/obj/item/weapon/spell/instability_tap
name = "instability tap"
@@ -6,6 +6,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/mark
ability_icon_state = "tech_mark"
category = UTILITY_SPELLS
//The object to teleport to when Recall is used.
/obj/effect/mark_spell
@@ -52,6 +53,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/recall
ability_icon_state = "tech_recall"
category = UTILITY_SPELLS
/obj/item/weapon/spell/recall
name = "recall"
@@ -5,6 +5,7 @@
cost = 70
obj_path = /obj/item/weapon/spell/oxygenate
ability_icon_state = "oxygenate"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/oxygenate
name = "oxygenate"
@@ -6,6 +6,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/passwall
ability_icon_state = "tech_passwall"
category = UTILITY_SPELLS
/obj/item/weapon/spell/passwall
name = "passwall"
@@ -21,53 +22,55 @@
if(!allowed_to_teleport())
user << "<span class='warning'>You can't teleport here!</span>"
return 0
if(isturf(hit_atom))
var/turf/T = hit_atom //Turf we touched.
var/turf/our_turf = get_turf(user) //Where we are.
if(!T.density)
user << "<span class='warning'>Perhaps you should try using passWALL on a wall.</span>"
// if(isturf(hit_atom))
var/turf/T = get_turf(hit_atom) //Turf we touched.
var/turf/our_turf = get_turf(user) //Where we are.
if(!T.density)
if(!T.check_density())
user << "<span class='warning'>Perhaps you should try using passWALL on a wall, or other solid object.</span>"
return 0
var/direction = get_dir(our_turf, T)
var/total_cost = 0
var/turf/checked_turf = T //Turf we're currently checking for density in the loop below.
var/turf/found_turf = null //Our destination, if one is found.
var/i = maximum_distance
var/direction = get_dir(our_turf, T)
var/total_cost = 0
var/turf/checked_turf = T //Turf we're currently checking for density in the loop below.
var/turf/found_turf = null //Our destination, if one is found.
var/i = maximum_distance
visible_message("<span class='info'>[user] rests a hand on \the [T].</span>")
busy = 1
visible_message("<span class='info'>[user] rests a hand on \the [hit_atom].</span>")
busy = 1
var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
spark_system.set_up(5, 0, our_turf)
var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
spark_system.set_up(5, 0, our_turf)
while(i)
checked_turf = get_step(checked_turf, direction) //Advance in the given direction
total_cost += check_for_scepter() ? 400 : 800 //Phasing through matter's expensive, you know.
i--
if(!checked_turf.density) //If we found a destination (a non-dense turf), then we can stop.
var/dense_objs_on_turf = 0
for(var/atom/movable/stuff in checked_turf.contents) //Make sure nothing dense is where we want to go, like an airlock or window.
if(stuff.density)
dense_objs_on_turf = 1
while(i)
checked_turf = get_step(checked_turf, direction) //Advance in the given direction
total_cost += check_for_scepter() ? 400 : 800 //Phasing through matter's expensive, you know.
i--
if(!checked_turf.density) //If we found a destination (a non-dense turf), then we can stop.
var/dense_objs_on_turf = 0
for(var/atom/movable/stuff in checked_turf.contents) //Make sure nothing dense is where we want to go, like an airlock or window.
if(stuff.density)
dense_objs_on_turf = 1
if(!dense_objs_on_turf) //If we found a non-dense turf with nothing dense on it, then that's our destination.
found_turf = checked_turf
break
sleep(10)
if(!dense_objs_on_turf) //If we found a non-dense turf with nothing dense on it, then that's our destination.
found_turf = checked_turf
break
sleep(10)
if(found_turf)
if(user.loc != our_turf)
user << "<span class='warning'>You need to stand still in order to phase through the wall.</span>"
return 0
if(pay_energy(total_cost) && !user.incapacitated() )
visible_message("<span class='warning'>[user] appears to phase through \the [T]!</span>")
user << "<span class='info'>You find a destination on the other side of \the [T], and phase through it.</span>"
spark_system.start()
user.forceMove(found_turf)
qdel(src)
return 1
else
user << "<span class='warning'>You don't have enough energy to phase through these walls!</span>"
busy = 0
if(found_turf)
if(user.loc != our_turf)
user << "<span class='warning'>You need to stand still in order to phase through \the [hit_atom].</span>"
return 0
if(pay_energy(total_cost) && !user.incapacitated() )
visible_message("<span class='warning'>[user] appears to phase through \the [hit_atom]!</span>")
user << "<span class='info'>You find a destination on the other side of \the [hit_atom], and phase through it.</span>"
spark_system.start()
user.forceMove(found_turf)
qdel(src)
return 1
else
user << "<span class='info'>You weren't able to find an open space to go to.</span>"
user << "<span class='warning'>You don't have enough energy to phase through these walls!</span>"
busy = 0
else
user << "<span class='info'>You weren't able to find an open space to go to.</span>"
busy = 0
@@ -4,6 +4,7 @@
draining your powercell."
cost = 80
obj_path = /obj/item/weapon/spell/phase_shift
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/phase_shift
name = "phase shift"
@@ -4,6 +4,7 @@
cost = 150
ability_icon_state = "tech_beam"
obj_path = /obj/item/weapon/spell/projectile/beam
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/beam
name = "beam"
@@ -12,12 +13,13 @@
cast_methods = CAST_RANGED
aspect = ASPECT_LIGHT
spell_projectile = /obj/item/projectile/beam/blue
energy_cost_per_shot = 500
energy_cost_per_shot = 400
instability_per_shot = 3
cooldown = 10
fire_sound = 'sound/weapons/Laser.ogg'
/obj/item/projectile/beam/blue
damage = 20
damage = 30
muzzle_type = /obj/effect/projectile/laser_blue/muzzle
tracer_type = /obj/effect/projectile/laser_blue/tracer
@@ -5,6 +5,7 @@
strike up to four targets, including yourself if conditions allow it to occur."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/chain_lightning
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/chain_lightning
name = "chain lightning"
@@ -16,6 +17,7 @@
energy_cost_per_shot = 3000
instability_per_shot = 10
cooldown = 20
fire_sound = 'sound/weapons/gauss_shoot.ogg'
/obj/item/projectile/beam/chain_lightning
name = "lightning"
@@ -4,6 +4,7 @@
that armor designed to protect from blunt force will mitigate this function as well."
cost = 100
obj_path = /obj/item/weapon/spell/projectile/force_missile
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/force_missile
name = "force missile"
@@ -12,13 +13,14 @@
cast_methods = CAST_RANGED
aspect = ASPECT_FORCE
spell_projectile = /obj/item/projectile/force_missile
energy_cost_per_shot = 400
energy_cost_per_shot = 300
instability_per_shot = 2
cooldown = 10
cooldown = 5
fire_sound = 'sound/weapons/wave.ogg'
/obj/item/projectile/force_missile
name = "force missile"
icon_state = "force_missile"
damage = 20
damage = 25
damage_type = BRUTE
check_armour = "melee"
@@ -5,6 +5,7 @@
strike."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/lightning
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/lightning
name = "lightning strike"
@@ -16,7 +17,8 @@
energy_cost_per_shot = 2500
instability_per_shot = 10
cooldown = 20
pre_shot_delay = 20
pre_shot_delay = 10
fire_sound = 'sound/weapons/gauss_shoot.ogg'
/obj/item/projectile/beam/lightning
name = "lightning"
@@ -4,6 +4,7 @@
This energy pierces all known armor."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/overload
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/overload
name = "overload"
@@ -13,9 +14,10 @@
aspect = ASPECT_UNSTABLE
spell_projectile = /obj/item/projectile/overload
energy_cost_per_shot = 0 // Handled later
instability_per_shot = 15
instability_per_shot = 12
cooldown = 10
pre_shot_delay = 4
fire_sound = 'sound/effects/supermatter.ogg'
/obj/item/projectile/overload
name = "overloaded bolt"
@@ -25,15 +27,15 @@
armor_penetration = 100
/obj/item/weapon/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user)
energy_cost_per_shot = round(core.max_energy * 0.15)
energy_cost_per_shot = round(core.max_energy * 0.10)
var/energy_before_firing = core.energy
if(set_up(hit_atom, user))
var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
P.launch(hit_atom)
if(check_for_scepter())
P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
P.damage = round(energy_before_firing * 0.004) // 4% of their current energy pool.
else
P.damage = round(energy_before_firing * 0.002) // 2% of their current energy pool.
P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
owner.adjust_instability(instability_per_shot)
return 1
@@ -7,12 +7,15 @@
var/energy_cost_per_shot = 0
var/instability_per_shot = 0
var/pre_shot_delay = 0
var/fire_sound = null
/obj/item/weapon/spell/projectile/on_ranged_cast(atom/hit_atom, mob/living/user)
var/turf/T = get_turf(hit_atom)
if(set_up(hit_atom, user))
var/obj/item/projectile/new_projectile = new spell_projectile(get_turf(user))
new_projectile.launch(T)
if(fire_sound)
playsound(get_turf(src), fire_sound, 75, 1)
owner.adjust_instability(instability_per_shot)
return 1
return 0
@@ -23,7 +26,7 @@
if(pre_shot_delay)
var/image/target_image = image(icon = 'icons/obj/spells.dmi', loc = get_turf(hit_atom), icon_state = "target")
user << target_image
user.Stun(pre_shot_delay)
user.Stun(pre_shot_delay / 10)
sleep(pre_shot_delay)
qdel(target_image)
return 1
@@ -3,6 +3,7 @@
desc = "Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation."
cost = 180
obj_path = /obj/item/weapon/spell/radiance
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/radiance
name = "radiance"
@@ -4,6 +4,7 @@
cost = 120
obj_path = /obj/item/weapon/spell/reflect
ability_icon_state = "tech_reflect"
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/reflect
name = "\proper reflect shield"
@@ -6,6 +6,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/resurrect
ability_icon_state = "tech_resurrect"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/resurrect
name = "resurrect"
@@ -3,6 +3,7 @@
desc = "One of the few functions able to adjust instability, this allows you to take someone else's instability."
cost = 50
obj_path = /obj/item/weapon/spell/shared_burden
category = SUPPORT_SPELLS
/obj/item/weapon/spell/shared_burden
name = "shared burden"
@@ -5,6 +5,7 @@
cost = 120
obj_path = /obj/item/weapon/spell/shield
ability_icon_state = "tech_shield"
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/shield
name = "\proper energy shield"
@@ -3,6 +3,7 @@
desc = "Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing."
cost = 30
obj_path = /obj/item/weapon/spell/spawner/darkness
category = UTILITY_SPELLS
/obj/item/weapon/spell/spawner/darkness
name = "darkness"
@@ -4,6 +4,7 @@
sure to not be close to the disturbance yourself."
cost = 175
obj_path = /obj/item/weapon/spell/spawner/fire_blast
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/spawner/fire_blast
name = "fire blast"
@@ -3,6 +3,7 @@
desc = "Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this."
cost = 150
obj_path = /obj/item/weapon/spell/spawner/pulsar
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/spawner/pulsar
name = "pulsar"
@@ -8,6 +8,7 @@
enhancement_desc = "Summoned entities will never harm their summoner."
cost = 200
obj_path = /obj/item/weapon/spell/summon/summon_creature
category = UTILITY_SPELLS
/obj/item/weapon/spell/summon/summon_creature
name = "summon creature"
@@ -5,6 +5,7 @@
enhancement_desc = "Wards can detect invisibile entities, and are more specific in relaying information about what it sees."
cost = 100
obj_path = /obj/item/weapon/spell/summon/summon_ward
category = UTILITY_SPELLS
/obj/item/weapon/spell/summon/summon_ward
name = "summon ward"
@@ -5,6 +5,7 @@
cost = 150
ability_icon_state = "tech_targetingmatrix"
obj_path = /obj/item/weapon/spell/targeting_matrix
category = UTILITY_SPELLS
/obj/item/weapon/spell/targeting_matrix
name = "targeting matrix"
@@ -3,9 +3,10 @@
desc = "Acts as directional guidance towards an object that belongs to you or your team. It can also point towards your allies. \
Wonderful if you're worried someone will steal your valuables, like a certain shiny Scepter..."
enhancement_desc = "You will be able to track most other entities in addition to your belongings and allies."
cost = 30
cost = 25
obj_path = /obj/item/weapon/spell/track
ability_icon_state = "tech_track"
category = UTILITY_SPELLS
// This stores a ref to all important items that belong to a Technomancer, in case of theft. Used by the spell below.
// I feel dirty for adding yet another global list used by one thing, but the only alternative is to loop through world, and yeahhh.
@@ -4,6 +4,7 @@
cost = 200
obj_path = /obj/item/weapon/spell/warp_strike
ability_icon_state = "tech_warpstrike"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/warp_strike
name = "warp strike"
+2 -1
View File
@@ -23,5 +23,6 @@
config_tag = "autotraitor"
antag_tags = list(MODE_AUTOTRAITOR)
round_autoantag = 1
required_players_secret = 1
required_players_secret = 0
required_enemies = 0
antag_scaling_coeff = 5
+1 -1
View File
@@ -5,7 +5,7 @@
config_tag = "wizard"
votable = 0
required_players = 1
required_players_secret = 1
required_players_secret = 3
required_enemies = 1
end_on_antag_death = 0
antag_tags = list(MODE_WIZARD)

Some files were not shown because too many files have changed in this diff Show More