If you had multiple spells that could be channeled you could freak the system out by some convoluted combination of using each one.
While it was previously thought to be sane, not intercepting attacks after spells were cast were causing some insane behaviors, (such as picking up food after using matter eater on it), so now a spell being cast successfully will intercept attacks.
* Part 2
Pmuch works
* Final part
Adding helpings to properly take charge and remove the spell channeling in certain cases like logout
* Bugfix
* This might be important too
* Addressing comments
* Removing this line
* YOU FUCKING ABSOLUTE MADMAN
* A bit of update
Drop item hotkey removes spell channeling before dropping things
* Converts matter eater to spell channeling system
Message given to dropping spell channeling with drop verb
* Modifying is valid target for matter eater
* Better animated icon
* fix ghosts being unable to use gateways
putting gateway code outside of gateway.dm is gay as fuck
* remove this shit from observer.dm
* and add it to gateway.dm
* Possible fix for fullscreen.dm runtime
The runtime that this was causing didn't provide any HUGELY descriptive info anyways, so this should help
* atom check
Attacks
talons and magboots
missing icons, legcuff check
meme references, magboot stomping toned down
ops
f
remove magstomp from vox magboots
p
do indows properly
hotkeys, cl
vox can bite silicon
Fix inconsistencies and typos
-Addresses #7158
-removes useless variables heat_protection & cold_protection as these were in 99% of circumstances the exact same as body_parts_covered
-added a new variable, heat_conductivity to all items, determining how fast they conduct heat away from you
-added new procs to humans, sweat() & burn_calories() - Now whenever you use up nutriment, you generate heat, but can also expend nutriment to decrease heat.
-refactored how heat transfer away from humans worked
-added mild hypothermia
-added moderate hypothermia
-added severe hypothermia
-added profound hypothermia
-removed damage from extreme cold
-space is no longer cold to humans (because it isn't, duh.), this does not affect atmos.
-upped pressure damage as space is no longer cold.
-probably a bunch of other stuff:
TODO: Macrowave, balancing of things that use cold to kill.
Oregon Trail 2: Return to Mississippi
look at me, clusterfack would be proud
Makes the Seed Extractor not awful
Squashes a couple of bugs with seed diverging and plant cuttings, removes unused variables.
Xenobotany & Shit
fak u
(B) HATE CONFLICT
Break Deity's fix again because clusterfack said so
like my old grandma used to say, "remember to commit often with descriptive commit names"
I SURE CANNOT WAIT TO FIX CONFLICTS ON PACID FOR THE FOURTH TIME
The Changelog Is Here
I have done as thy asked
remember to test your shit!
thank you for testing!
wait a sec this doesn't fire on process() anyways
Glowy plant no hate glow
SOIL IS NOT MACHINE
Fixed bio-lum fruits not glowing, added harvesting kudzu with plant bags, kudzu will only grow when mature
Push my Face into the Sun
I forgot about this
Thank you anonymous person
Movable screen elements are now also locked to a corner so that they chang eposition with view size change, it can be forced to hook to a wall with encode screen and the original value can be re-obtaineed using decode
Fixes#5967
Robots can once again alt click on turfs and it will bring up the alt click menu. It was previously broken for turfs but worked for objects. It now works for both.