Spells
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)