* Fix tracking beacon frequency setting
It was calling format frequency which converts the number to num/10, then calling sanitize frequency which clamps it between 1200 and 1600, when in fact it needs to be the other way around.
* Makes gun sprites update correctly on EMP
Makes power cells remove a percentage of max charge instead of a hardcoded value
Fixes#9954
* Fixes#9945
Damnit sood
* Fixes#9537
Well the part where it makes a stack of 50-100. Not the targetting but thats covered by an entirely different bug report.
* Fix#9320
* Fix an unreported sprite issue with jaunt group
* Rebalances power cells more fairly
* Makes the change comic suggested
* Since I reworked cells a bit I need to increase chargelost on emp act for guns to maintain the same behavior
* More rebalancing. AR now uses "midbullet2" projectile, so it no longer stuns but does slightly more damage.
* In retrospect, changing the bullet type could be counterproductive. Going to edit the current one instead.
* Fucked up revert, trying this again.
* Adds mime traitor item
* SILENCED
* copy paste
* GUNS OF THE PATRIOTS
* placeholder description
* Drow Ranger for life
* gotta make sure they're not already silenced
* Changelog
* Let mime shoot through his own wall
* I don't play or even LIKE mime what am I doing
* Spells 1
* Barely functional, but more converted than before!
Now with more coderart!
Some bullshit to let you use charges and holder var at the same time!
* Renames plasma storage variable
Makes it so xenos once again get verbs and spells added on new()
Changes some code around so you can have holder var requirements and recharging time requirements
* AHHHHHHH FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
Fixes a bug with spell channeling switching
Makes it so plasma DOESN'T USE ADJUST TOX LOSS TO ADJUST ITSELF
RECODES CONJURE SO IT HAS A SPELL FLAG TO NOT PLACE DUPLICATE
**MAKES IT SO THE FUCKING CONJURE DOESN'T HAVE A WELDER SOUND FOR NO REASON FOR EVERY CHILD**
I DONT EVEN KNOW WHAT ELSE CHRIST
* WATAFAK
* readds screen spells
* Fixes more conflicts
* New sprites
* Removes Unacidable
Final pass on corrosive acid
Converts regurgitate to spell
* Final revision before testing and completion
Creates alien spellmaster
* More things
* Some spell master stuff and bugfixes
* Finishes the code, fixes the bugs, removes unacidable from fucking defficiency
* FUCK YOU DEFFICIENCY, FUCK YOU AGAIN
* This is more reasonable
* Arbitrary balance changes ahoy
* Resolve issues
* Moved research names over to defines.
Also fixed 4 (four) instances of the incorrect research name being used.
* Changed research names to avoid collisions.
* Move DMI files over to 64x64
* Lighting overlay + world.icon_size.
* Change 32 to world icon size
* Adds pixel shift multiplier
* Fix accidentaly 16 -> world_icon_size/4 conversion to proper world_icon_size/2 conversion
* Fixes lighting properly
* Fix spacepods bounds
* Redo all icons with BYONDTools bug fixed
* Update ALL the map files dear god
* Double crayon font size
* Update all screen locs
* Fix contextual clicks
Couldn't use PIXEL MULTIPLIER here for the most part due to the fact most of these are ranges and doubling them would leave empty spaces
* Fixes maptext size and the final touch ups on antag screen locs
* Runs optipng on the DMI files in last commit.
Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit. This fixed that.
* Reduces parallax size a bit for 64x64 map sizes
* Fix lobby screens
* Fix DME
* NO MORE HALF MEASURES, CLUSTER
* NO MORE HALF MEASURES, CLUSTER
* bugfixes
* bugfixes
* final bugfixes before the final testing
* we have clearance for lift-off, captain.
* Adds legionaire frogs
* Updates tomb of rafid
* FIX
* Rename frogs to hoppers, add centurions and javelineers
* Drown mechas
* Put two javelineers and one centurion on the map
* More frog traps in the flooded caverns
* Make water gallery entrance more obvious
* CL
* Another new area
* Ups
* PLANES
* whoops
* bugfixes
* adds dummy noir obj/screen
* I.plane = initial(I.plane) + assorted bugfixes
* fixed bugs and did a thing with lasers & tasers
* thanks for using a define up there it's really useful and maintainable.
* Adds the ability for multiple borers in the same host. Adds upgrade paths for chest and leg borers.
* Fully implements the ability to have multiple borers in a single body, complete with unique chems, verbs, and genetic unlocks.
* Fixes to do with movement_speed_modifier, and some conflict resolution.
* Fixes some paths.
* Fixes conflicts.
* Fixes more conflicts.
* Inorganic limbs can no longer be infested. Removes arm borers' ability to produce creatine.
* Removes all mention of the term "cortical" from borers.
* hand refactor (COMPILES)
* Works pretty much
* Test martians
* Martians
* Fix human UI
* Fix find_organ_by_grasp_index() returning arms
* CL + tweaks
* Last fixes
* a
* Better CL
* Fix weird issue!
* Fix virologist job
* Resolves a very important issue
* I thought I had already fixed this
oh well
* Fix grabs
* Shat
* Fixes up the lawgiver code. Standard lawgivers now have ricochet rounds instead of gyrojet rounds. Adds a lawgiver to Boxstation's armory.
* Adds a lawgiver vault locker to the armory of every station.
* The standard lawgiver now fires regular lasers.
* Fixing conflicts.
* 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
* Converting meteors into projectiles
* Re-add sanity
* Even more sanity
* Fix more stuff
* Meteors deleted if outside of their original Z
* FUCK
* Process instead of forcemove
* Patch rebase
* Remove magic number
* Initial Commit
All CanPass replaced with cross, all CheckExit replaced with uncross
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #3
All move code has now been unhacked, all of it is functional except for border objects which still retain none of their original functionality
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc (reverted from commit fdee8c8b687a4d1f305bdc5f5e1a59ebeacb4702)
* Fuck me
* Okay Redo
* Hello, I am finished
* Adds golems as a proper race.
* Adds golem name file.
* Fixes a couple names.
* Further fixes to names.
* Changes the golem language key from g to p.
* Adds groin states for golems, as well as deformed states for all golem limbs.
* Changes attack verb to "punches." Updates the changelog with more complete information as to the golems' capabilities.
* Adds some extra checks for golems. Golems can now walk over broken glass barefoot without being hurt.
* Fixes new macros.