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Magic mod [don't merge] #30041
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Magic mod [don't merge] #30041
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Pony mutants will be able to study and cast friendship magic? |
- This flag disallows usage of non-full magazines as components. - The purpose of this addition is to make requiring fully charged batteries using the new battery system possible.
- Add the flag to the go bag to cause batteries to spawn fully charged
re-adds the battery_compartment and makes it obsolete so it won't spawn, but won't get stuck as a non-object inside tools' mod lists
A number of bows, especially at the lower-end, had almost no range at all, shooting less far than a sling, and much less than a survivor could throw a grenade. The shortbow had a range of 4, meaning that even with carbon fibre arrows it could barely shoot the length of a car. This change increases the range of many bows to make them more practical weapons. I used the compound bow as my reference, which has a range of 14/18/22 based upon how it's strung. Updates are: - Self bow: 5 -> 8 - Short bow: 4 -> 10 - Composite bow: 5 -> 12 - Reflex bow: 6 -> 12 - Hybrid longbow: 10 -> 14 - Longbow: 10 -> 18 - Compound greatbow: 8 -> 18 I feel that some of these at the higher end could be made even higher, especially since a [modern longbow can do 180m](https://history.stackexchange.com/questions/8022/how-far-could-an-english-war-bow-shoot), with even longer historical ranges. However I'm not familiar with the `STR_DRAW` flag, and I'm not sure if archery skill has an impact on range, so my changes have been kept moderate for now. This change doesn't alter anything other than the ranges. This change does not claim the new values are balanced, but I believe them to be more balanced than before.
replaces instances of battery_compartment with magazine_battery_heavy_mod
makes it possible to have a non-food item be spawned that will disappear (rot) in a few turns, rather than a minimum of 10 minutes
…unt-of-ammo-in-gun-spawns Randomize amount of ammo in gun spawns and other small fixes for zombie soldiers loot spawn
* Added a lab note * Quotes * Moved lab_notes.json content into snippets.json
Magiclysm
Frost spray and chilling touch added to ice spell list
added an ice spellbook
is equal with pyro book in all groups. also put ice spike in.
added glide on ice spell, changed values for some spells, casting time, cost, difficulty, etc to be a little more consistent.
hoary blast. no idea why it vanished
magiclysm update
Magiclysm
yeesh. this PR is totally messed up with the files. the summary is still valid for reference, though. i am going to close the PR however, as it's going to be split up into many parts. |
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Summary
SUMMARY: Mods "Added magic infrastructure: Spellcasting, Spell learning, Spell loading. (Magiclysm)"
Purpose of change
I like magic. I wanted to put it in the game. This was a fun project.
Describe the solution
this involved making a new targeting function, since the range function prints a lot of stuff to the screen.
My brain is tired. I've been working on this for weeks but this is all i can come up with to say about it right now. I will perhaps be able to add more text about it later.
As always, it's a work in progress. The UI may need some work, but the functionality is something I wanted reviewed before I got too much farther.
Additional context
Some screenshots of the menus:
![image](https://user-images.githubusercontent.com/30208401/56872199-401ba100-69f4-11e9-951f-dbccf4d58c52.png)
![image](https://user-images.githubusercontent.com/30208401/56872208-588bbb80-69f4-11e9-88f2-d9b117880a92.png)
![image](https://user-images.githubusercontent.com/30208401/56872218-6b05f500-69f4-11e9-90f2-c21839e22d24.png)