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Spells

Rob Nelson requested to merge pull/11469/spells into Bleeding-Edge

Created by: clusterfack

Converts (almost) all xeno verbs into spells. Rewrites a lot of spell code while I was at it to make it easier to do this.

Lets see some important changes

  • Holder var actually works now
  • Lot of code adder for holder vars so that they function 100%
  • You can mix and match holder var with recharging or charges (they're bitflags now)
  • Added a spell flag for conjure so it wont spawn more of the same object on the target turf
  • Adds a new conjure base spell which lets you choose an item to spawn from a list (for secrete resin)
  • Removed the welder sound from the base conjure spell
  • Reworks some of the perform() proc, gives a method to not take charge after casting, removes the aoe_turf perform() override
  • Fixes a spell channeling bug when switching between channeled spells

Issues

  • Since byond doesn't mix and match verbs and atoms in stat panels, it seems that there are two alien categories. And the only way I can think of to honestly fix this is either to move the rest of the alien verbs to IC or to make them into spells as well.
  • Current spell hud looks like shit with aliens, needs alienification
  • My sprites are literally too beautiful to be added to this ugly game
  • Alien acid apparently never locked itself to objects it was spat on
  • Unacidable should be remade into a proc because it's absolutely retarded
  • Removed a few visible messages that should be readded (since I thought making a visible message system built into spell code would be a good idea but it turned out to be awful because compile time values)

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