v0.1.2
Some improvement to the teleport scroll and spell code. It unbuckles the user now. Thanks to Nodrak~
Fixed forcewalls.
-Re-implemented fireballs to use dumbfire, so you don't choose a target but instead it just shoots in the direction of the user. Changed the cooldown back to 10. -Forgot to add the staff of animation to the list of available spells. Fixes a runtime. -Gave the clown the under-used water flower which squirts a unit of water.
Fixed Issue 897
Committing a new wizard spell, by S0ldi3rKr4s0, and a fix for jetpack mining borgs not having their eye overlays, also by him.
- Added null checks for get_mobs_in_radio_range(). - Added a check to EI NATH for humans who are brainless. - Fixed fires runtiming. When I replaced del(src) with a garbage collecting proc, I forgot to return afterwards so the rest of the code didn't execute.
Fixed the map/code issues that the body bags caused. /obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
Updating the conjure spell to just use paths instead of strings.