Fuck having rounds ruined in the first 30 seconds by people throwing a bomb at genetics and pushing the button, and then spamming it since, due to it being Double Agent, every other agent is also buying bombs.
The bombs themselves no longer explode, the payloads (which now actually exist in the bombs) do.
This means that you can play cruel jokes on people by activating bombs with removed payloads or easily code in other kinds of payloads (there'll be a future pull with a few from me at the very least) and not have to touch the bomb code itself.
notransformation protection was stopping movement calls to the holder object.
Refractored code so wraith phase shift isn't copypaste just to change animations.
Added an extra safety check to check if targets selected via inputs were actually in range. Previously someone could open a bunch of inputs and activate them from what ever range.
Feature: After some serious testing (and because it was already being done on live servers thanks to wabbajack() preserving spells) I've removed the compatible_mobs list for mind_transfer, meaning you can now mind transfer to any player controled living mob.
Flowery fluff that no one would ever care about: changes the mindswap message for trying to swap into a dead guy, since a spell holder isn't nessisarily a space wizard
bugfix: gives notransform to etheral jaunting based on an observed edge case where a wizard was staff of changed while starting a jaunt and got stuck in bluespace for the rest of the round
meta: modified revive() so I could remove all that horrible snowflake I introduced to let reviving simple mobs come back
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
Adds new functionality where wands will look different once they're out of charge for at a glace judgements
Adds a wand of nothing to the hacked item list for the autodrobe, by popular request
*Span classes the whole update
*Spellbooks no longer vanish after being used, instead used spellbooks now have various bad effects should they be attempted to learned from again (the original reader won't acidentally fall to this, as they will just say "I've already read this"). Leave em out as traps for people or properly dispose of your trash! Or...
*The charge spell can now attempt to recharge one use spellbooks so someone else can learn the spell. This only has a 20% success rate and will destroy the book should it fail (even if the book was actually unused). You can't attempt this on the wizard's spellbook
*The "staff of nothing" (functional) placeholder now uses the generic staff sprites
*Spellbooks can now be placed in bookshelves just like normal books
*The teleport spell won't yank anchored things anymore, but as a consolation it will warp the entire contents of a tile should it be targeted. The code has been tweeked so this shouldn't effect the server too bad even if large numbers of items are warped to unique locations this way