Commit Graph

215 Commits

Author SHA1 Message Date
Shadowlight213 ee5022baac Sets Ed projectiles to lasers because Jordie demands justice be death 2015-09-10 05:50:48 -07:00
palpatine213 cde222b8b8 Adds a few vars to the Eds summoned by the wizard justice spell. 2015-09-10 05:26:41 -07:00
Incoming fcaad005de Reverts #10922: ei nath nerfs 2: ayy lmao
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
2015-09-02 00:26:42 -04:00
xxalpha 75b2f53ce8 Merge remote-tracking branch 'upstream/master' into crawlinginmyskin
Conflicts:
	icons/mob/actions.dmi
2015-09-01 15:39:15 +01:00
Razharas bfbe4e997e Merge pull request #11505 from duncathan/returnQDEL_HINT_LETMEDIE
Makes all Destroy() procs return properly
2015-09-01 15:54:18 +03:00
Razharas a898794ed1 Merge pull request #10922 from Miauw62/idedthenerfening
ei nath nerfs 2: ayy lmao
2015-09-01 10:34:54 +03:00
Razharas 4a4d46305f Merge pull request #11485 from AnturK/knockknock
Makes knock spell open lockers/crates
2015-09-01 09:52:02 +03:00
xxalpha 4644e99aa7 Changed bloodcrawl to be a spell.
Changed blood crawl to be a spell.

BLOOOOD
2015-08-31 16:24:27 +01:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
AnturK 31aab1ed56 makes knock open lockers/crates 2015-08-30 17:38:01 +02:00
Aranclanos 6c40da4c11 Fixes the message of losing the phylactery on the bind to object spell, now it actually shows up. 2015-08-24 04:46:48 -03:00
phil235 5539689f3a Merge pull request #11043 from KorPhaeron/moreweebshit
Timestop for Wizards
2015-08-16 11:04:47 +02:00
c0 691f6fb66d Surgery & Organs Rework: Phase 2 2015-08-06 09:56:54 +03:00
KorPhaeron 3e66d9daa8 Added cooldown_min 2015-08-05 18:01:19 -05:00
KorPhaeron 6a71cd2f57 Toki Wo Tomare
ZA WARUDO
2015-08-05 15:54:41 -05:00
Miauw 8403681d5e >tfw i cant even make functional nerfs 2015-07-29 18:20:39 +02:00
Miauw 3dca228088 i ded pls nerf 2015-07-29 18:02:13 +02:00
Cheridan 740199f408 Merge pull request #10583 from Incoming5643/fingerbang
[ready] Disintegrate/Flesh to Stone as actual touch attacks
2015-07-24 00:11:44 -05:00
AnturK 2693a44a80 Buffs Lightning Bolt 2015-07-16 10:57:08 +02:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Incoming dcf3c3d9de When disintegrate was added it was certainly intended to be a touch attack, but there was no in game mechanics to properly have someone explode when you touch them. But now thanks to things like nodrop and abstract items, I could totally code an item that a wizard summons to his hand that represents a touch attack. So I did.
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.
2015-07-12 19:39:39 -04:00
Razharas b42aa8238f Merge pull request #9816 from Sabbat/SabbatArmorRune
Armor rune updated to allow multiple choices based on what you are we…
2015-07-05 05:48:58 +03:00
Razharas 572121ecc4 Merge pull request #10244 from Ikarrus/workplacesafety
Workplace "Accidents"
2015-07-03 05:05:36 +03:00
Ikarrus 55bec2d24d Adds a thrownby var that's used by admin logging. 2015-07-01 13:00:12 -06:00
Razharas 8a26ff2527 Fixes dummy objects being rightclick visible
Fixes dummy objects being rightclick visible
2015-06-29 15:38:39 +03:00
Incoming 5d62108a00 Oh my god I'm so tired and also I don't squash commits 2015-06-10 03:48:06 -04:00
Incoming 1f0097a74a Adds the bind soul spell for wizards. It turns them into a lich (skeleton) and gives them access to a long cooldown ressurection spell (starts at 3 minutes).
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.
2015-06-10 03:40:14 -04:00
Sabbat ecc830118f Armor rune updated to allow multiple choices based on what you are wearing or holding. Adds FUN.
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.
2015-06-06 02:48:19 -07:00
Cheridan 2d998452db Merge pull request #9715 from Firecage/datumspaths
Changes alot of datum/ to /datum/, also includes other path types such as /obj/
2015-06-02 23:04:51 -05:00
Cheridan 905f350597 Merge branch 'unsimulatedIsKill2' of git://github.com/Aranclanos/-tg-station into Aranclanos-unsimulatedIsKill2
Conflicts:
	code/game/smoothwall.dm
2015-06-02 13:45:56 -05:00
Aranclanos e7c0d7e95c Removes unsimulated turfs.
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
2015-06-01 23:24:18 -03:00
Cheridan 2aa0247b00 Merge pull request #9701 from Cuboos/SoundsEp2_WizardBoogaloo
Wizard Sounds has the update. Been a bit since i've done a commit, so…
2015-05-31 15:51:59 -05:00
Firecage f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
Cuboos fcc18020a9 Wizard Sounds has the update. Been a bit since i've done a commit, so forgive me if i did this wrong. Also added the third title song, there a lot of agreement on what to do so i'll just add it as is, if a change needs to be made i'll do it later. 2015-05-29 20:29:37 -07:00
Jordie0608 68eda1787b fixes cells corrupt()ing maxcharge, mime spells as borg and condi botles not allowing naming 2015-05-23 19:56:03 +10:00
Cheridan feda2e8ffc Merge pull request #9382 from Incoming5643/warpsandwarpsandwarps
Fixes teleporting out of a jaunt
2015-05-08 15:24:04 -05:00
Cheridan 461d5bf77f Merge pull request #9262 from AnturK/zap
Fixes #9251 - Lightning Bolt issues
2015-05-06 22:35:48 -05:00
Incoming ccff89cdd1 Fixes #3622
Also fixes an annoying unreported bug where jaunt always dumped you one tile away from where you actually reappeared
2015-05-06 16:55:00 -04:00
AnturK 5f4fbe0379 Fixes #9251 - Lightning Bolt issues 2015-05-01 19:22:57 +02:00
MrStonedOne bd6d51a0b5 Massive MC and subsystem rewrite
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.
2015-04-29 02:00:25 -07:00
kingofkosmos e371dd9f35 more spans 2015-04-24 20:52:00 +03:00
kingofkosmos 1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
AnturK e2c869bc77 - Adds generic action and action buttons system 2015-04-11 17:06:43 +02:00
AnturK d376456402 - Adds simple charging visual
- Adds sound effect
- Changelog
2015-03-26 22:53:41 +01:00
AnturK 6fef7fefea - adds LoS obstacle check
- some sanity checks
- Removes the blowback, now the spell just fizzles harmlessly
2015-03-25 21:44:19 +01:00
AnturK c7a93d2e6e Adds Lightning Bolt spell 2015-03-24 22:15:22 +01:00
Cheridan e846a6eeb4 Merge branch 'TheAnimalsTheyAttack!' of git://github.com/Sometinyprick/-tg-station into Sometinyprick-TheAnimalsTheyAttack!
Conflicts:
	code/game/gamemodes/wizard/spellbook.dm
	icons/mob/mask.dmi
2015-03-09 01:47:40 -05:00
Sometinyprick e5b53f2e3c Finishing up 2015-02-21 01:26:58 +00:00
Menshin 0d0ef9e02a Deactivates the Hidden Syndicate Teleportation Device 2015-02-19 16:34:49 +01:00
Sometinyprick 52477eb16e Adds a new spell. The Barnyard curse
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.
2015-02-17 00:44:45 +00:00