* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.
NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP
* Finishes up satchel persistence.
Satchels require at least 20 saved bags before any will start spawning.
the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant
* DESIGNATED.
REMIE.
PULL.
This PR ports pockets (from Animus Green) and adds them to some clothing.
Shoes that support storing items now use pockets system.
Some hats have 1 small pocket.
Detective's hat spawns with a flask in it.
Clown's mask has a single tiny top-secret pocket. Honk!
This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.
* Fireball Spell Changes
- Changes the fireball spell to be click-to-fire.
- Converted Devil and Wand fireballs as well.
- Moved some code to the /proc_holder level to work across the /alien
and /spell branches.
* Tweaks and Fixes
- Infernal Fireball is now a projectile and has the right explosion
values.
- Removed non-projectile spell versions of fireball, as they are unused
- Fixed fireball not seeking adjacent targets.
- Fixed incorrect bolding slashes.
* Fix
Fixes the fireball sometimes missing.
* Fixes and tweak
- Uses TRUE/FALSE defines instead of 0 and 1 for boolean variables.
- Ranged abilities now remove themselves tries to use an ability in a
disabled state. (Such as being knocked out)
- Define for the click cooldown.
* Added a new, custom effect to Hades' Sin Shed.
* Hades will no longer repeatedly teleport to the center of the chapel during Flee Phase.
* Hades now slowly gains HP, up to half, when on hallowed ground.
* Spawned and Teleported Acolytes no longer spawn on top of Hades.
* Hades will now lasso targets who try to run.
* Custom beam sprite added for Hades' beams.
* Hades' Rage Ultimate no longer ignores simple animals and non-client objects.
* Hades has a new Ultimate, which will knock down everyone nearby.
* Various pieces of flavor/fluff text added to sins.
* Indulged Sloth no longer gives 1000 stacks of drowyness, now gives 100.
* Hades' Rage Ultimate now has a more appropriately sized effect.
* Hammer of Pride damage balanced out more.
* Hammer of Pride now transfers health between the target and the user, depending on it's indulged status.
* Acolytes of Hades can now be butchered for their outfits and non-functioning versions of their staves.
* Wizards can now buy a Dark Seed, a relic that feeds on living or dead flesh to summon Hades.
* Staff of Hades has been rebalanced through the different versions.
* Hades' sprite updated slightly.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
🆑 coiax
rscadd: Wizards have been experimenting with summoning the slightly less
lethal "laughter demon". Please be aware that these demons appear to be
as dangerous as their slaughter cousins. But adorable, nonetheless.
/🆑
By popular demand.
Cheaper than a slaughter demon because it's not going to kill the crew,
it might even end up healing a bunch of people.
- Changes the name to "mysterious old shard"
- No other changes.
This is mostly so if the chaplain soulstone is nerfed later it'll be
already possible to do so without nerfing all other universal
soulstones.
* Robust Cult changes
* just cache the turf ffs
* if you see something say nothing and drink to forget
* if you see something, say nothing and drink to forget
* messagefix
* if you see something say nothing, and drink to forget
* if you see something say nothing and drink to forget
* if you see something say nothing and drink to forget
* if you see something say nothing, and drink to forget
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
Fixes blind AI (lack of power) staying blind if transfered to a mech or a card.
Fixes magboots action button icon not updating when toggling the boots on.
Fixes Area teleport spells not having a cancel button when choosing the destination area.
Fixes spell action button not being removed when the spell is refunded.
Fixes revenant spell action button icons not being updated when the revenant is inhibited by a null rod.