🆑 coiax
balance: Wizard traps automatically disappear five minutes after being
summoned.
balance: Wizard traps disappear after firing, whether triggered via
person or something being thrown across it.
balance: Wizards are immune to their own traps.
tweak: The Traps are now marked as a Defensive spell, rather than an
Offensive spell.
/🆑
So a permament structure that has to be beaten down in order to remove
isn't really fun in the long term. So instead, they fire once, and then
disappear. They also disappear after a bit, so they're not long term
hazards, but they do stick around long enough so the wizard can feel
comfortable running back into an area they've already trapped, for that
AREA CONTROL.
Fixes mounted chainsaws leaving a limb if acided
Adds species support for mutanthands, basically hard-equipped items like zombie claws
Fixes zombies not having claws on new arms
Mobs manually set to zombie species revert to human when their infection is removed
Inserts organs back into the mob when a bodypart is reattached
No longer generates eyes or ears when a mob changes species without having a head
Todo:
fix the initial problem of zombies being able to not have claws due to having a nodrop item before zombification and losing it
* Plasmamen tongues, plasmaman lung sprites
🆑 coiax, WJohnston
add: Plasmamen lungs, also known as "plasma filters" now look different
from human lungs.
add: Plasmamen now have their own special type of bone tongue. They
still sound the same, it's just purple. Like them.
/🆑
Thanks to @WJohnston for the sprites.
* Actually uses new tongue sprite
* Changes ling brains to be more completely fake
* whoops forgot to convert this
* Fixes cloned changelings having the wrong sort of brain, prevents brains from holding onto brainmobs for too long, renames brains as soon as they're inserted rather than on removal so you can't remove an item called B's brain from A's head
* travis pls fix
* Safeties in case a brain inside someone is destroyed.
obj/on_log changed to atom/on_log. Boolean parameter in
No admin irc message now checked in client/Del instead of mob/Logout
Removed an empty New()
1 -> TRUE
removed a potential crash in mob/Login
So I changed lootspawners to Initialize, which caused some code in
easter.dm to start working and added eggs and baskets to maint loot
table.
- The maintenance loot table is now a global list
- The easter event now modifies that global list.
- Maintenance loot spawners now run on roundstart
* Refactors ear damage into ear organs
🆑 coiax
add: Centcom would like to inform all employees that they have ears.
add: Adds "ear" organs to all carbons. These organs store ear damage and
deafness. A carbon without any ears is deaf. Genetic
deafness functions as before.
/🆑
- `ear_damage` and `ear_deaf` vars removed from /mob.
- All mobs have a `can_hear` proc, which returns TRUE always except for
carbons.
- Carbons need to have an ear organ that has 0 `deaf` var.
- Explanation of how ear damage works is in the code, it hasn't been
changed from previously. Deafness is applied in number of Life ticks
until you regain hearing, while damage is long team, heals slower, and
when high enough, can cause flashbangs to make you go permamently deaf,
as before.
- Wearing earmuffs halves the healing time of deafness, and promotes
healing long term ear damage, as before. Earmuffs now have a secondary
flag HEALS_EARS, which currently only they own.
* Changes how soundbang deafness works slightly
* Ear organ icon
* Code review I
* Makes fully healing carbons not dependent on having a dna and species
* Gives monkeys and aliens ears
* Whoops
* Split organs into seperate files
* Tweaks.
* Un-removes brain damage lines
* Moved procs onto /mob for ear stuff
* Massages things into compiling
* Replacement of spam_flag with world.time tracker