An area with this var should now be protected entirely from ghosts (but
not adminghosts) by some spooky invisible eldritch creatures. It's also
no longer possible to use a hand teleporter to teleport inside.
Come in three flavours: engineering, surgery, and Swiss Army Knife.
Switchtools can store multiple items and let you deploy one to use on shit.
Use a screwdriver to remove items and add new ones.
No way to obtain them currently.
Includes a new sound.
Adds strike-anywhere matches which can be struck anywhere (except mobs).
Edited chiselling a wall to use a do_after.
Edited click code so preattack overrides the other procs.
Made optables and racks use drop_item properly.
This code was just a big fucking mess. Happy motherfucking 2015.
* Delay procs and variables replaced with a standardized delayer framework.
* Cleaned up the absolutely fucking atrocious fix_next_move() diagnostic verb.
* Added the ability to adjust minimum and maximum delay clamps per-mob for adminbus purposes and future features.
* USECASE: Fat people cannot attack as fast (not implemented)
Tested somewhat by smacking a window with a crowbar. Movespeeds also don't seem insane, either.
After a fair amount of hair pulling, seeing how Dreammaker is unable to
use any function more complex than square roots and powers, I've used
the following formula
Damage = round(power^(1/3)*(rand(15,20)/10))
Changelog was also fixed and the snowflake exception for the power glove
was removed. If the grid contains dozens of DeLoreans, your target is
going to get it big time
- Power gloves cap is now at 1 million watts. Zing
- Shock damage formula is power/rand(4000, 6000) capped to 500, reached
in average at 2.5 million watts. Note to self : Nerf Supermatter Engine
which can still reach 3 million watts
- Sample shock damages : 50000 = 10, 100000 = 20, 500000 = 100. This is
a very simplistic damage calculation but it works
-Corgi now have their very own HUD
-Corgi health upped from 20hp (simple_animal default) to 30hp (still
half of a MoMMi's health)
-player-controlled corgis can now eat food by clicking on it. They can
swallow a food\snack item after 5 bites. Doing so gives them back 1/6 of
their full health (5 HP of 30HP)
-when player-controlled, simple_animals won't randomly move or speak
anymore (this behaviour now only happens when ckey == "null")
-player-controlled corgis now have a verb that allows them to perform
Ian's high speed tail chase/dance. Can be performed while moving for
extra kek.
I plan on giving players a way to play as corgis, something based on the
combined use of a soulstone and a lazarus injector. In the meantime,
it's still useful during adminbus.