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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.
Changed the virus mix reaction to only require one plasma or mutagen, to remove the annoyance that virology has with the randomness aspect of it.
Refactor'd dna code to be a little tidier.
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
More suits by Nienhaus, and a few fixes for the contents of lockers.
Also added a dermal armor patch to the Captain's locker, for added head
protection without the downside of helmet-hair.
- Functionality should be unchanged
- Admins can varedit chemical costs of individual abilities.
- Allows coders to implement sting upgrades more easily.
Adds a formal-wear crate, makes lawyers have laceup shoes, adds a better
sprite for the memorizer, adds the formal uniforms to each job's closet,
and fixes a typo in the object name of the black jacket. [FORMALNESS
INTENSIFIES]
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
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.