Changed the warning message when climbing mech with a mob attached to be more general instead of specifically about slimes.
Getting inside a closet or machine now immediately breaks your pull and the pull of your puller.
Using ethereal jaunt now also immediately break your pull.
Fixes being able to get inside a mech sleeper while buckled by buckling mid-insertion.
Greenglow decal no longer disappears after 2 minutes.
Fixes runtime with explosive implant activation.
Fixes stunbaton infinite cell charge, the baton now turns off if you try using it after its cell has been deleted somehow.
Fixes bloody pulled mob leaving a blood trail in zero G.
Shortens the guardian battlecry message when attacking to lower chat spam.
Items in Morph now disperses a bit on death instead of being all on the same tile.
After reaching a limit of 50 items, morph swallowing items deletes them instead of putting them inside the morph.
Monkeys can no longer modify the hand labeller's text to communicate.
Fixes carbon,radium,uranium 's reaction_turf creating multiple decal on a tile, it now checks if there's already a decal of the relevant type and (for radium and uranium) only transfers reagent to it if it finds one.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
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.