Nuclear Operatives can now order a Syndicate Borg for 20TC. After
spawned, a candidate from ghosts is chosen to control it.
It has a 25k cell and the following modules:
-Emag
-Esword
-Ebow
-Laser Rifle
-Jetpack
All weapons use 100 charge per shot.
2 borg rechargers have been added to the Syndicate Shuttle for the
Syndieborgs to use.
Changelog will be added in a separate commit.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
Bugfix: Dead player mice won't be converted to items so they can still be revived.
Bugfix: Players playing chicks won't die by developing into chickens anymore
Bugfix: Fixes an edge case where a poor soul struck by multiple polymorphing shots at once ends up in a state where they can't move.
Feature: Renames the wand of resurrection to the wand of healing to drive home the fact that it does the same things the staff of healing can do
Balancing: Gives the wand of healing more shots. 10, 5, 5, 4 up from 3, 2, 2, 1
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
*Removes zapping oneself by attackselfing a wand, leaving clicking yourself while holding the wand the only way to do it because...
*Removes the warnings for zapping yourself with bad wands. Careful with that wand of death, kids!
*Removed some redundant lines
*Adds logging/sounds to zapping yourself
*Removed the change to wizard_continuous_rounds. It will become it's own PR
*Removed some redundant lines
*Uses the mob/living revive() proc to heal/raise people using the wand/staff of animation
Let me know if I missed an item or if you don't think an item should have the flag.
* Cleaned up a bit of the gun code.
* Fixed an issue with shotgun darts not working in barrel shotguns.
* Made the on_hit() have a zone, will be used for syringe guns in another PR.
* Removed the unused sleepy pen.
* Changed /obj/item/weapon/gun/projectile/shotgun/pump/sc_pump to /obj/item/weapon/gun/projectile/shotgun/sc_pump, there was no /pump/ anywhere else.
* Shotgun darts will follow the new flag.
* Shotgun darts are now open containers, and I removed the snowflake check for them in syringes.
* Added logging for reagents in any projectile.
*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
the teleport wand now uses do_teleport
the polymorph wand now uses wabbajack in both instances
You can now click on yourself while holding a wand to cast it on yourself in addition to clicking on the wand itself.
Changed how guns/magic are given out slightly. Previously no antag could get a gun/magic thing (including survivors made by the spell in the case of multicasting) but now antags who aren't the wizard or an apprentice of the wizard also get one.
Fixed a few bugs on accidentally burning charges by click in places tht wouldn't actually fire the wand/staff
Fixes an issue where someone spamming a wand might lose charges without actually firing the bolt
Removes a few missed bugtesting lines
Adds a var (variable_charges) to be disabled for wands with assured max charges for future use
---
Summon Magic:
This new wizard spell works much like summon guns except it instead brings the crew magical tools and weapons. There are preexisting artifacts (minus some that would cause huge confusion/balance issues) as well as new spellbooks, wands, and a staff. The chance of survivor antag is the same as summon guns.
---
Charge:
This new spell allows for the recharging of otherwise unrefillable wands, but there's a heavy chance that the total number of charges will decrease with each casting until eventually they're impossible to keep recharging. As a bonus the charge spell can also be used to charge batteries and things that run on batteries (such as energy weapons). This carries the same max charge weardown penalties however. Lastly this spell allows a wizard to charge other wizards with a grab, reseting their spell cooldown. They cannot use it to charge themselves. It has a 60 second cooldown.
The wizard cannot buy this spell himself, it only comes randomly to the crew during Summon Magic and with the new apprentice loadout.
---
Wands&Staffs:
Magic weapons have been overhauled into their own catagory so there won't be any more weirdness with batteries in staves or apparent magic resistance on things that reflect energy weapons.
Wands have been added, these wands come precharged with a number of shots that can be fired off at their leasure but cannot be recharged once emptied (unless the charge spell is used). They come in a varity of exciting flavors:
*Death: Slays instantly but has very few shots (1 to 3)
*Resurrection: Revives and/or heals instantly but has very few shots (1 to 3)
*Polymorph: Same function as the staff of change
*Teleport: Weaponized blink spell that doesn't respect space tiles and can also warp away machinery or items (but not turf)
*Door Creation: Puts easy access wooden doors in walls
*Fireball: Same function (but slightly lower damage) as the fireball spell
*Nothing: Lame and useless
Wands can also be used on the user (unlike staves) by clicking on them. Warning messages have been added to a few wands so people don't accidentally zap themselves with the wand of death unless they really want to.
Wands cannot be aquired by the wizard directly, and are only spawned during castings of summon magic.
There is also a new staff, the staff of healing, which works as a recharging version of the wand of resurrection. The new apprentice starts with one of these, and they can also be found during summon magic. The wizard cannot purchase it directly, and as a stave he could not use it on himself anyways.
---
One time spellbooks:
Found exclusively in summon magic are one time use spellbooks that can teach any player a robeless spell. Once read the book vanishes.
Books come in the following flavors:
*fireball
*smoke
*blind
*mindswap
*forcewall
*knock
*curse of the horsemen
*charge (described above)
---
New apprentice:
A fourth loadout for apprentice wizards has been added. This wizard is intended as a support role and comes with forcewall (for cover) and charge (used to keep him and the wizard well stocked in laser weaponry or to restore the wizard's cooldowns). It also comes equiped with a free Staff of Healing for keeping the wizard alive. Shoot the medic first folks.
Adjusts the click code to not use client/Click(). The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn(). I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.
Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat. This may also be responsible for the above, but I don't know.
Inserts proximity (aka flag) checks in all afterattack() procs. The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true. This led to beakers, soap, crayons, etc, all being usable at all ranges.
Removes the NODELAY flag, which was unused. Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.
Removes the hand_* procs, previously used by restrained actions. Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.
Adds a special case of the Adjacency() proc for doors. This fixes#136, airlocks being unreachable due to border fire doors. However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
Now nucgun has reputation of shitty gun that will weaken you with radiation mid-battle. This update makes nucguns useful even without CE's RIG or radsuit.
Makes the temperature projectile get its temperature from the gun, using
a proc used to give the bullet properties based on the properties of the
gun, which can be used with other projectiles for different guns.
Also names the temperature projectile based on its temperature. 500
degrees is not a freeze beam, that's just silly.
-The description "A weak beanbag shell. This one is spent. This one is spent. This one is spent. This one is spent." made by double barreled shotguns is gone, now the message is only added when the shotgun actually fires and uses the shell
-All other kind of shotguns will now add the "This one is spent." message.
-Shotguns will stop firing invisible bullets, making them less confusing.
Changed the "You break the double barreled shotgun" message to "You open the double barreled shotgun" because it was confusing, the playes (myself included) thought that they actually ruined the pretty gun.
Wizard staffs, SAW, combat shotgun still don't
Added the Mjollnir and Singularity Hammer. Just silly melee weapons I coded/sprited for fun. Both are using the Mjollnir's sprites currently though I didn't have it in me to make a billion more inhands for the Singularity Hammer.
Mjollnir shocks the target and hurls them away/spews lightning around.
Singularity Hammer pulls everything nearby in towards the target.
Don't really have plans to balance them or make them obtainable in game but I thought as long as I'd coded them some admin or another may enjoy trading them to antags/giving them to the chaplain etc.
Lowered fireballs cooldown and decreased its explosion size (so wizards can use it without killing themselves by causing hull breaches)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5805 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e