* Refactors /obj/effect/effect into /obj/effect
* Fixes these
* And these
* And these
* Fixes stuff not being clickable
* Fixes .dme real quick
* Removes now-redundant vars
* This too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Basis of spell
* Spellbook and uplink entry
* Only mimes can read it
* Spell rework
* Indent fix
* Table hotfix
* Checks to prevent players breaking some maps and whatnot
* Reimplementation as requested
* Movables...
* Further reimplementation
* Typo
* Duration handle fix
* Documenting spell
* Duration has to be defined itself
* Description fix
* Allowing turfs to be targeted
* Trying this to include turfs
* Annoying workaround but it'll do
* Removing from bundle
* New recoil
* Fix
* Fix
* Works better in uncross
* Here too
* Oh wow
* Performance tweak
* This is redundant
* Requested fixes
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adding basis of spell, most stuff done now
* If revealing letters fails clause
* More tweaks, will eventually check if letter is in message too
* Hangman spell itself
* Adding one-use spellbook
* Typo
* Fixing compile stuff
* New icons
* Fixing .dme name
* Much better algorithm, needs testing
* Why was this here
* Upgrades
* More detail
* More detail
* Linting
* Now?
* Maybe like this
* Add to rejuv, for ease of wiping
* And this
* Might give some relief
* Oh wow, it was broken because it conflicted with a check
* Tweaking these
* Test for something later
* Adding basis of fun new thing
* The fun new thing in question: scoreboards
* Changing name
* Syntax fix
* Stripping punctuation, better messages
* Comments
* Bracket fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* astrrrr
* raaaaal
* jjj
* ooouuuuu
* rnneeeyyyyy
* astral journey
* yenruoj lartsa
* geez thank god I am such a rigorous QA Tester am I right?
* oh yeah, this takes care of that
* gne gne gne user
* scrapped
* there
* spawnless
* removing the extra linebreaks
* framework
* more worky
* more spells, iron out some errors
* start finishing the spells
* fix confligs
* last two spells, add spell paths to powers
* COMPILE
* runtime fixes part 1/infinity
* more fixes
* get things working!
* typo
* spell icons, spell name fixes, cost fixes
* Update absorb_dna.dm
* fix indents
* fixes, tweaks
* can you guess where I used find and replace
* typo
* better operators
* move hivemind bank to a faction variable
* remove extra )
* CRASH()
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* rework add_power to use IDs, add ID defines for ling powers, stack_trace if an ID wasnt set
* Revert "rework add_power to use IDs, add ID defines for ling powers, stack_trace if an ID wasnt set"
This reverts commit e4207fea78.
* tweak
* remove IDs from vampire powers, remove unnecessary role checks in the spells (done in cast_check), tweak power_holder purchased powers, ling evolution menu verb -> spell
* lesser form fixes, vamp grant spell fixes
* more cleanup, fix spell bases, fix travis hopefully
* remove that
* more fixes
* fix doublechek
* evolve spell icon
* use CRASH
* use locate
* remove comment
* comment, locate type not src
* locate, add a comment, absorb wont steal ling spells
* use class danger, flesh sound when transforming
* target, not user
* extra )
* unfuck icon, correct faction adding
* fix faction for real
* whoops
* fix a bunch of spells
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* soulstone cleanup and shade tweak
* fixing type path in code
* fixing type path in maps
* suicide is painless
* min blood
* shade speak human
* fix mechanic scan
* derp
* unretardify construct spells
* fixes soul stone not qdel after making construct
* better shade and construct language
* fix
* much better
* better sanity