I had this idea with the other dice stuff, but dismissed it as silly snowcode that would have just lower my odds of getting it commited. Since several people have asked for this functionality in the time since, here it is.
*the statue's attackby has been relaxed so any item can whack it without checks
*The mimic's check for mobs from lapsed flesh to stone spells has been simplified
*The reason this check works is because when a statue runs out of time it locs its contents, so if the statue was inside something else (in this case a mimic) they end up in the mimic's contents.
*the targeting for the spell has been reworked so there's no chance of people in the same loc getting stoned instead of your intended victim. As a result of this improvement, wizards can now cast the spell on other wizards with reckless abandon
*Flesh to Stone and the Staff of Animation play nicer with each other now, no more mobs getting trapped in item mimics after escaping the statue.
*Minor tweaks to the monkey statue, which looked dumb
Fixes the grab timer; there will now be a delay between grab upgrades.
Fixes grab process so you no longer have to spam click before it disables itself. Fixes issue #577
Fixes issue #253:
Prevents grab and throw when the affected mob is buckled.
Prevents tabling a mob when that mob is buckled.
Prevents you from dropping scythes on a table or rack if there is a space vine in that square; it will now auto-attack the vine instead. Also auto-attacks vines if you click the floor under them.
*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
*the dice now all have different colors, to make them easy to tell the difference between them at a glance.
*the d2 has been swapped out for a d00, though you can still create a d2 if someone demands it.
*the generic pill bottle full of dice has been replaced with a proper dice bag.
*actually throwing a die will now cause it to roll until the throw ends, at which point it will state the result of the throw. The old method still works as well.
*most new dice have had their sprites edited to be smaller.
*minor grammer corrections.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Places where the D6 and D20 spawned (the library and perma) now spawn with a dice bottle. Said dice bottles now contains a D2, D4, D8, D10, and D12 in addition to the preexisting D6 and D20 for a richer meta-roleplaying experience.
This also fixes an obscure bug where dice could be generated invisible because their initial value was set to 0.
Additionally this fixes the grammer of dice descriptions, which were not using the singular "die".
-Atmos Techs spawn with an analyzer in their pocket
-Added 3 analyzers to the atmos tech's wardrobe
-Added Analyzers to the autolathe.
They're a little redundant with PDAs having in built atmos analyzers but as an atmos tech I find them clunky to use for wide areas and prefer hand analyzers due to them not taking away focus. Ironically atmospherics had none of these scanners nearby.
My thinking behind this is ff the detective isn't meant to arrest people himself but is meant to call for back up instead, why not give him access to back up that will actually show up?
Also added SecBot access to the Captains for no reason other than he's the Captain and he should be getting his hands dirty.
Also is the captain's PDA meant to have access to all pda functions? Because I've noticed theres a few missing.
Cleaned up the code.
Removed the copy and paste of the PDA medical scanner.
Removed monkey gamemode checks.
Removed the unused PDA detective scanning code.