Lightning Bolt:
*You can no longer throw the bolt whenever you want, it will fire itself once it's done charging. Fixes#12849
*Getting hit by a bolt will do a flat 30 burn now, as opposed to scaling with how long you spent charging the spell. Unless you made a habit of charging lightning bolt to near maximum every time you cast it this is a buff.
*Every time the bolt jumps the next shock will do five less burn damage.
*Lightning bolts can still jump back to the same body, so the maximum number of bolts you can be hit by in a single casting is three, and the maximum amount of damage you could take for that is 60 burn.
*Stun time is unaffected
Magic Missile:
*Cooldown raised to 20 seconds, up from 15
*Cooldown reduction from taking the spell multiple times raised from 1.5 seconds to 3.5 seconds. Rank 5 magic missile now has a cooldown of 6 seconds, down from 9, and is effectively a permastun.
Time Stop:
*Time Stop field now persists for 10 seconds, up from 9
*Cooldown raised to 50 seconds, up from 40
*Cooldown reduction from taking the spell multiple times raised from 7.75 seconds to 10 seconds. Rank 5 time stop now has a cooldown of 10 seconds, up from 9, and is effectively a permastun.
Also smoke reaction now uses the TOUCH method instead of VAPOR, to differentiate smoke and foam. Mob without internals or gas masks also ingests reagents in the smoke.
Moved nanofrost smoke code to effects/effect_system/effects_smoke.dm
- 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.
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.
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.
Adds a cap for flame_range in global.dm
Added a flame_range for syndibombs, syndieminibombs, Wizard's fireball, fuel tank explosions, and meteors.
Adds firesuit level temperature protection to the wizard hardsuit for safety from your own fireballs setting you ablaze
Adds ExtinguishMob() for Ethereal Jaunt to make wizards a little less vulnerable to fire
Additionally all spells can now use all 5 spell points now (though the functionality to have spells that don't follow this rule is still there).
The new variable "cooldown_min" defines (in deciseconds) what the cooldown should be if all 5 spell points are used on it.
For example if you had a 100 charge_max and a 60 cooldown_min, every rank used on that spell would reduce charge_max by 10
Specifics of how the cooldown is affected for each spell has been commented in
-Wire cut logs are now accessed via the Investigate verb, instead of popping up in the admin chat log.
-Wizard Fireball explosions no longer create admin chat log messages either.
-Adding and removing Player Notes is now logged.
-The note that is added automatically to people who get banned, now displays the duration of ban.
*statue sprites updated from "granite" to "marble" to fix some contrast problems
*statues now get their Health from their target's current health, healthy humans and monkeys will have 200 health before shattering, corgis will have 120 health. Injured targets will make for easier to smash statues.
*likewise when a mob is unstoned it will take any damage the statue took as brute damage.
*Replaced godmode with a set of vars to assure the mob's health remains constant while a statue
*Spell renders one target (choosen from list) immobile and incapable of interaction by encasing them in a breakable statue
*Effect ends after a long while (4 minutes) if the statue remains intact
*Requires robes and has a range of 2 squares, cooldown 60 seconds
*Statue can be animated by Staff of Animation, the spell will still end at the normal time
*Currently can be used on humans, monkeys, and corgis
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
Added a missing 's' in the name of an artificer spell. Fixes issue 1256.
Moved construct spells out of wizard.dm and into construct_spells.dm because I do -not- like wasting so much time trying to find something because someone was too lazy to keep their stuff organized.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5605 316c924e-a436-60f5-8080-3fe189b3f50e