1. Someone gets salty and tries to grudgecode ei nath away
2. Someone else has to step in and make a nerf that isn't shooting the spell in the knees
3. The salt does not abate and new grudgecode rises
4. Everyone laughs about it and forgets about the pull
5. Months later it gets pulled with no testing and outstanding grammatical errors to the surprise of everyone, including the person who originally grudgecoded it
This is duuuuuuuumb
Disintergrate summons a glowing hand (gesture up in the air [pointing? Hand flat? Fist?]) nodrop abstract item. It has a noticeable on mob sprite and (obviously) requires a free hand to use. It removes that shitty drop down menu UI and requires that a wizard be robust enough to actually smack someone with his hand to work. Spell doesn't recharge until the hand actually connects, reusing the spell with the hand out just refunds the charge and puts the hand away. Spell still gibs.
Nerfs:
*Requires a modicum of robustness in clicking a guy
*Offers a tell to spessman that the wizard is going for it
*Can't be used on the floor or while cuffed
*Takes up a hand slot during use
Buffs:
*Don't have to fiddle with a shitty drop down if you use it in a crowded area.
The ressurection spell can only be used while dead/dying and charges at all times. When used the lich gains a new body at the site of their phylactery and is stunned for a short while. Meanwhile the old wizard body crumbles to dust leaving all the wizards worldly possessions on the ground. Anyone who sees the corpse crumble will also get a cardinal direction pointing towards the wizard.
Every time the wizard dies this way, the time between ressurections is increased by a minute. To take a lich out of the game for good, either destroy the body before the lich can cast the spell again, or destory the phylactery and kill the wizard one last time.
Liches spawn with robes and spells intact, but nothing else, everything collected on their original body stays there.
As a balance issue, this spell can't be used in the den, the item must be bound after arriving at the station.
Adds a nice black wizard robe ensemble for liches.
Magic mirrors (save for a special badmin only one) can no longer skeletonize people.
Adds a hopeful mulligan fix to wizard rounds problems. Also corrects an adminlog message.
Some nerfed versions of wizard spells can be used by the cult in exchange for unique clothing, these spells require the cult robes or armor in order to use. No armor choices are mandatory you will always have the option of the default choice if all you want is the sword and armor/etc. They are just extra choices for FUN.
"Zealot": Default armor rune. If none of the required clothing is worn this will be chosen automatically. Is the same as ever.
"Summoner": If you are wearing the wizard robe and hat when using the armor rune this choice will be available. User will receive magus robes and hat and nerfed versions of the summon shard and summon shell spells.
"Traveler": Available to people wearing EVA suit and helmet. Replaces the EVA suit and helmet with the cult space suit and space helmet. Gives you a sword.
"Marauder": Available to people wearing the captain's space suit and helmet. Same as Traveler except user is given a spell of summon creature (two creatures). They can and will attack the user.
"Trickster": Available if wearing the RD's reactive teleport armor. Gives you magus robes, a wand of doors, and a nerfed version of Blink.
"Physician": Available if wearing the CMO's labcoat. Gives you a wand of death and wand of life. Represents the CMO's ability to grant or take life, as a doctor.
All of the wands can easily be lost to non-cultists and have the normal limited charges. (Wand of death and life only have 2 and 4 charges respectively.) All spells require the cult robes or space suit, normal armor will not work for casting them.
Like I said, can easily be updated to allow more clothing or items to give the user certain things. I was thinking things like hand teleporter in exchange for teleport spell. That kind of thing. The possibilities are endless.
Moves shuttle turfs to paths under /turf/simulated/floor and /turf/simulated/wall
Players can now safely build on top of shuttle turfs
Fixes#1711
Adds several but not all paths for the different types of floor turfs, most of them in plasteel_floor.dm
The turf pathings are still in need of a deeper organization, but this is at least a start
MC:
No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
MC can now be told to init a zlevel
All Subsystems:
Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
All subsystems now properlly handle being given a zlevel in their init proc
Subsystem changes:
Air:
Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
Air now fires 4 times faster when it can do so without lagging things up
Pipenet has been merged into air
Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
Hotspots (the fire object) are now object pooled
Pipenet:
Deleted, added to air
Machinery:
Moved all atmos calcualtions in all objects's process() to process_atmos().
Lighting:
Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
Ticker:
Fixed ticker not updating the lobby panel when game start delayed
Fixed the game start timer updating rapidly from queued fires when game start delay is removed
Garbage/qdel:
qdel will now limit its process time to 2ds a fire.
qdel can now be given hints as a return to Destroy() as to what should be done with the object.
the options are:
queue: (default) this is the normal behavior.
letmelive: old default to non-null/zero. does nothing with the object
iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
Fixed some objects not GCing because they didn't properlly clear references in Destory()
Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
Created a new file because I didn't want to get rid of the horseman
curse. Essentially the same as the horseman curse but you can also be a
pig and a cow.