Fixes#3880 : Mapped or Adminspawned Growns will take on the default variables of their seed type.
Fixes#3828 : Meteor Pen projectiles are now visible
Some more refactoring, clearing up the growninedible.dm. Deletes hydroitemcode.dm. Keep code with the definitions, ew ew.
Spent casings ejected from firearms will spin as they 'tumble' towards the ground.
Improved sprites for shotgun shells
Improved sprite for bullet projectile.
*Adds unique sprites for the staves of door creation and chaos
**Item sprites
**Inhands
**Onbacks
*Fixes #3232 in a way that isn't terrible
*Basically this is the part of 1.5 that should have been done back when it was added
*Please raise wizard rates :3
Adds point blank shooting, now you can shoot anyone even if they are on
the same tile or one tile from you. On harm intent, you BUTT-STROKE or
PISTOL WHIP (military terms!!) people with the gun, allowing for not
quite harmful floggings.
Makes gun.dm less shit.
Ranged weapons and laser eyes have a cooldown of 0.4.
Grilles, windows, windoors, walls and blobs have a cooldown of 0.8.
Hitting mobs will also have a cooldown of 0.8.
Removes the unused USEDELAY flag.
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A Few New Wizard Items
Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.
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Cleaning Up the Spellbook
The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.
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Summon Magic Rebalancing
There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.
In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.
Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.
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Misc Stuff
Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.
Hopefully nothing went wrong but you never know.
Conflicts:
code/FEA/FEA_fire.dm
code/controllers/supply_shuttle.dm
code/game/gamemodes/changeling/changeling_powers.dm
code/game/machinery/autolathe.dm
code/game/machinery/drying_rack.dm
code/modules/hydroponics/hydroponics.dm
code/modules/projectiles/projectile/magic.dm
code/modules/reagents/Chemistry-Recipes.dm
code/modules/reagents/reagent_dispenser.dm
Player controlled animated statues that ghost won't start attacking everyone, they'll just stalk people without attacking.
A player controlled animated statue will only last as long as the statue would have lasted,at the end of the time the player is released from the statue as usual, and no longer has any onus to not fuck up the wizard.
NOTE: this means you can't use animate statues to "kill" a target, they'll recover eventually, and even if the round ends before they do, it still won't count.
Replaces Holodamage with Stamina damage, if your stamina damage exceeds your current health, you get weaken(5)'d. Stamina heals itself slowly over time.
Makes the hallucination enemies deal more stamina damage than they did holodamage, but stamina damage heals now so it's mostly for just seeming threatening at the moment.
Adds the Disabler, a gun that does stamina damage. It has a range of your screen, but no more. Adds a disabler crate to cargo (security lock)
Fixes Lasertag ED209's because they were busted as shit
Reduces ED209's view range to 9 from 12, which was several times longer than your screen view, now is only a little bit more
Lastertag now does stamina damage instead of an instant stun for that GRITTY LASERTAG EXPERIENCE
Sticking with the high-end of damage, for lack of strong opinions. Also
removed false claims of certain procs' being in human_defense.dm, and a
useless emp_act override in ion rifles. (All EMP's are 1 or 2 severity)