Commit Graph

8977 Commits

Author SHA1 Message Date
NightRed 48324f59c6 Fixes up addictions reporting on scanners, and admin full heal (#54056) 2020-09-29 19:26:29 -07:00
Rohesie 3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00
TemporalOroboros f0cbbf0890 Atmos Machinery Variants (#54015)
Adds variants for a bunch of atmos machinery that were missing them:

    unary tanks
    atmos filters
    atmos control computers (and circuit boards)
    atmos tank turfs
    atmos tank outlet injectors
    atmos tank siphon vents
    gas miners
2020-09-29 06:18:37 -03:00
Timberpoes 68f81eda0e Fixes whiteship console losing GPS signal (#53998)
Deconstructing and rebuilding the whiteship console will switch it back to the GPS-less subtype. Added a new board and assigned it to the whiteship bridge console to remedy this.
2020-09-28 19:06:24 -03:00
spookydonut 4157b13132 Fixes incorrect Initialize() arguments (#54013) 2020-09-28 19:02:46 -03:00
Fikou 067efbce64 fixes nuke core throwing (#53972)
The typepath was wrong, due to an improper feature from a couple months ago, this means that nothing actually happen, and a nonexistent type had a fun new dust. This has been resolved here.
2020-09-26 21:40:40 -07:00
Timberpoes 1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
Timberpoes 46d64f7d21 Fixes various issues related to machine component contents. (#53943)
Fixes machines not referencing their circuits in their component parts when built manually, causing them to vomit out their circuit board when opened. This also fixes Runtime in _machinery.dm, line 607: Cannot read null.req_components from using the B/RPEDs.
Fixes computers not storing circuits in the contents.
Fixes smartfridges vending their components.
2020-09-26 00:25:24 -03:00
Arkatos1 6613107bb6 tgui: Interface improvements (#53902)
* Tgui improvements

* Shuttle Console tweaks

* Status color keys

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-09-26 06:10:19 +03:00
nicbn 88257cd02f Fixed the multi z pipe adapter (#53829)
So yeah the multi-z pipe adapter was showing the big gmod error.

This fixes it and adds multiple directions and layers for the adapter.

Also RPD now can produce said manifold.

Also this reworks the painting mechanism so that it uses a variable+proc instead of checking for subtypes .
2020-09-25 14:30:58 -07:00
Timberpoes 9c95813da4 Rebalances space loot and space exploration (#53916) 2020-09-25 04:53:43 -07:00
TiviPlus 3dad9ef20f Refactors decals to an element (#53922) 2020-09-24 21:36:17 -03:00
Timberpoes c2b8b5c0ce Machines now store their components in their contents. (#52970)
Machine parts are now located in the machine instead of nullspace.
2020-09-24 13:51:40 +02:00
Timberpoes 357d272935 Fix skill related runtimes in mindless mobs. (#53691)
Fixes related to mindless mobs using skills
2020-09-24 13:32:22 +02:00
zxaber 8e98391dfb tgui: Borg tablets and RoboTact as a borg self-management app (#53373)
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* and another one

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* PR time

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* Forward Progress

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* Merge remote-tracking branch 'upstream/master' into SiliScreen

* more foward progress

* RoboTact

* bad tab

* Improvements all around

Plus some changes to vis_overlay to allow for color

* Lights and things

* borg network card

borg tablets lose networking when borg is locked or has no power

* hud changes

not done yet, but getting close

* better modPC screen button

* updoot

* more useful colors

* linter

* Do I finally get a green ✓

* better law sync catching

* hate linters

Co-authored-by: Changelogs <action@github.com>
2020-09-24 13:13:52 +03:00
KathrinBailey 3edffc9606 Chess, Sofas & Shutters - Furniture Update (#53861)
About The Pull Request
A series of changes bulked together to give players and mappers a little more freedom in their builds to make things look nicer.

Chess:
• Introduces a bunch of jumbo chess pieces that are craftable in-game. Sprites are my own.

Shutters
• Defines 100 integrity for the shutters and gives them an armor block so they don't inherit their stats from blast doors. This means shutters will no longer be just a reskinned blast door.
• Redid the sprites for the shutters. They now animate much smoother and look like normal slanted shutters. Their blinking light once animating is also easier to see.
• Added the window shutter; this is a normal shutter with a window so you can always see past it. I've used it in prisons and on armouries in the codebase I'm from to allow officers to see into the areas shutters are protecting, giving the area additional protection of having someone being able to look into it.
• Added radiation shutters. Maintainers feel free to question this. Through extensive experimentation, any rad insulation value between 0 and 1 does pretty much nothing to radiation. Numbers higher than 1 start multiplying it, negative numbers start reducing it. This will stop the radiation from a supermatter irradiating you only if you stand behind it. If you're not covered by the shutters or the shutters are open, they won't protect you at all. They also have their own sprite with a radioactive hazard symbol.
• Added the rad shutters to in-rotation maps on their supermatter engines and the windowed shutters to Metastation armoury.

Sofas
• Introduces the corporate sofa. A sleek grey sofa. The original sprite I ported from Hyperstation's files. I'm not sure where they got the sofa but I was told it was Eris. I didn't see it there but I didn't look super hard. I've updated the sprites on it to work with armrest sprite overlays.
• Ports the sofa sprites from Cit and the armrest sprite overlays. They look nicer than awkwardly floating over the sofa. The sofas are the same, they're just moved a little for the armrest to work.
• Makes the new corporate sofa craftable.
2020-09-24 05:24:06 -04:00
Ryll Ryll 80cefef747 Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436)
* icon and alert anim

* hmm

* projectile and embed fixes

* cap mine

* clean up, fix some issues with projectile embeds

* light

* doc

* icon

* awkward

* icon again
2020-09-23 07:53:55 +02:00
AnturK 61e5c556df Custom statues and sculpting changes. (#53154)
### Gameplay changes:
- Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now.
- You can now create carving blocks out of 5 sheets of most materials.
- Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before).
- Chisels can be printed at autolathe, there's also one in art storage.
### Code changes:
- Squeak component now squeaks on attack_hand for structures.
- Radials now accept atom paths automatically extracting the name with initial.
- Base and rigid stack recipes renamed appropriately.
- Statues now use custom materials.
2020-09-23 02:46:01 -03:00
necromanceranne 149ad4def6 Sprite stuff: missing belt and suit storage sprites among others (#53804)
About The Pull Request
Adds a bunch of sprites including:

A basic nullrod sprite
Belt sprites for the claymores lol nevermind
Backsprites for the cult blade and changed the chaplain's darkblade to fit on the back.
Suit storage sprites for the dark scythe, the cultblade, the spellblade, the claymores, katana and the nullrod

Suit storage sprites for a whole host of high powered firearms. You can visibly tell someone has shotguns or sniper rifles in their armor vest. How neat.

You can't conceal stunprods in armor suit storage anymore.

Nullrod cultsword (darkblade) also uses a uniquer inhand. Ye.

Also knives and a rolling pin belt sprite, hecc!

I also did some other stuff look there are a lot of sprites and I want to sleep please leave me alone nullrods are fucking stupid.
2020-09-23 01:39:10 -04:00
TiviPlus ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Qustinnus b48e9094c7 edible + food trash component fixes (#53837)
* food

* done
2020-09-19 22:49:17 -07:00
Timberpoes d95fc6a069 Completely removes Hilbert's Hotel and its associated ruin from the game. (#53790)
The Hotel is a runtime machine. When it swaps rooms, its turfs runtime. When people are actively using it, things in it constantly runtime. It's half broken, half buggy. Turfs don't remember contents. Sometimes blank rooms spawn. Sometimes nothing at all.

It's not worth the time and effort to fix or maintain it.

I'm opening this PR to completely remove it.
2020-09-18 22:13:31 -04:00
Jordan Brown a1498d7fd6 Merge pull request #53812 from SgtHunk/ITS-HAURRIBLE
Adds the CRAZY HAMBURGER
2020-09-18 22:05:50 -04:00
SgtHunk eb27bb33d3 GRASS OF DEATH
Could I have added green smoke in some other way? Possibly.
Do I know how or have the brain power for it? Not really.
Oh yeah also actual sprite for the burger, along with all ingredients i've missed
2020-09-18 14:57:34 -03:00
SgtHunk af380827c0 RED HOT CHILLI PEPPAH 2020-09-17 21:23:25 -03:00
Ghilker 29c0ed1b00 Remove bad reference from atmos (#53781)
Change the name from Cyrion B to Zauker due to the easy connection the bad groups in the past

Not getting a repo ban is good
2020-09-17 13:51:15 -07:00
Arkatos1 676d0d60ef tgui: Stack menu (#53657)
* Stack TGUI

* Improvements

* Cyborg sanity
2020-09-17 17:54:00 +03:00
Timberpoes a98ffd737a Fix minor implant case runtime (#53698) 2020-09-16 23:44:01 -03:00
Timberpoes 8f1e874559 Apple cakes no longer give slime cake slices. (#53731) 2020-09-16 21:08:03 -03:00
ArcaneMusic d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
Qustinnus 2c8489af26 s-s-s-spaghetti to newfood (#53574)
🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑

fixes #53482 fixes #53572
2020-09-16 02:49:06 +01:00
Couls 75cdfc88f6 Optimize stat panel and fix guardian verbs (#53463)
Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing
Also fixes #53432
fix #53381
fix #53724
Changelog

add: icons are back on alt clicks
fix: horrible performance from alt clicking turfs with multiple objects
tweak:browser should notify the SS when it's ready to receive data

* Update statbrowser.html

* Apply suggestions from code review

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>

* hidden = TRUE

* almost ready

* Browser should notify when ready to receive data

* Apply MSO's suggestions

* reset cache if something in it gets deleted

* Fix runtime

* fix my stupid code

* send href_token when adding admin tabs

* fix an issue with cyborg suit topic

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-09-14 23:36:46 -07:00
Jimmius a9c538fbc9 Airlock Seals 2: I'm dumb and a fool edition (#53114)
Adds door seals to the game, inspired by the ones used in Alien Isolation and SOMA. Trivially easy for a human to remove, but makes it a nightmare to try and smash through if you're an alien, an evil robot, or don't have hands. I also slightly changed how airlock reinforcement works, as now there are two ways to increase the integrity, the previous way of just resetting the max_integrity after the removal of the plating wouldn't work.
2020-09-13 16:12:02 +01:00
Tad Hardesty 899a9e04cb Fix some missing Initialize hints (#53566)
* Fix some missing initialize hints

* Whitelist /mob/dview not calling /atom/Initialize()

* Better idea
2020-09-13 20:34:12 +08:00
Wallemations 11073f55ec Fixes some issues with sign language & makes some things more clear (#53610)
Changes the name of the recipe for the gloves to make them more clear
Adds a note in the tongue file to make sure it's clear you SHOULDN'T SEE THAT TONGUE.
Adds a unique chat message for mimes who use sign language, to make it clearer you can't cheese as a mime
Adds a unique slurring verb for drunkards
Removes the ability for sign languagers to use megaphones, which I forgot existed in the game. 
Punctuation removal now replaces all punctuation used with periods rather than with blank space, to reduce run-on sentences.
2020-09-12 18:57:49 -07:00
Ghilker fb7b23cf4d tgui: Temperature Gate (#53632)
* new device, temperature gate

* added necessary examine on device

* better description(?)
2020-09-13 00:37:40 +03:00
Ghilker 02c09813c6 tgui: Temperature Pump (#53608)
* new item, temperature pump

* tgui bundle build

* requested changes
2020-09-13 00:00:14 +03:00
UnlimitedVanillaWorks 036b1ffa72 Atmos grammar fixes (#53628)
Some grammar/spelling changes in the descriptions of recent atmos additions.
2020-09-12 15:39:31 +01:00
msgerbs 5fffce5d2d Adds better feedback related to husks (#53599)
Husks currently have basically zero ingame feedback other than the grey sprite. It should be abundantly obvious when somebody is a husk, given that it's such a huge physical change that it changes the sprite. This PR adds examine text to husks, and adds a message to the health scanner. The regular scanner will only tell you that they are a husk, the advanced scanner will tell you if they were husked by burns or by "extreme fluid loss" AKA lings (but burnt takes precedence so you can still burn your ling corpses to a crisp to help hide your tracks). The defib now also gives a message specifically for husks instead of a generic "tissue damage" message which normally means brute/burn damage.

I also updated the description of sythflesh and rezadone to mention that they can restore burnt husks, and replaced some hardcoded "burn" with the BURN constant.
2020-09-12 03:13:18 +01:00
Mickyan 7e4e9d432d Adds rollerskates, wheely can do tricks (#53497)
This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes

Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously

I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps
2020-09-11 04:14:00 +01:00
LemonInTheDark 9e25e97370 Merge pull request #53013 from Ghilker/reactions-go-BRRRR
The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)

Healium
Proto Nitrate
Cyrion B
Halon
Hexane

reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view

What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo

More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR

Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content

🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑
2020-09-10 03:00:51 -07:00
TiviPlus 79d534e3d5 Breathing changes (#53560)
* breathe

* only like 5 people noticed my nightcode its ok

* Update code/__DEFINES/atmospherics.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>

* comment

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-10 03:11:57 +01:00
obsol 55191abc8d CRISPR for Base Gene editing (#53173)
* New Fork, hopefully Actions is over

* CRISPR Charge implementation (untested)

* Fixed TGUI, tested - works as expected

Still needs the CRISPR string, but I'm not sure how to implement the relationship otherwise at the moment.

* Fixing CRISPR charge

* Update code/game/machinery/computer/dna_console.dm

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Update code/game/machinery/computer/dna_console.dm

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removing debug sections as requested

* Fixed TGUI, refactor, comments, disease probability

* Update code/game/machinery/computer/dna_console.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>

* Update code/game/machinery/computer/dna_console.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>

* Update code/game/machinery/computer/dna_console.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>

* Prayer to Appveyor

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-09 18:41:38 +03:00
ArcaneMusic c6ed8a7fad Improves cardboard box consistency. (#53525)
* Improves cardboard box consistency

* Also gives them cardboard datum mats.
2020-09-08 20:09:01 -07:00
LemonInTheDark 834c87b2c9 Merge pull request #52907 from Wallemations/master
This pull request adds the neutral quirk "Tongue Tied", which relegates the user to sign language, along with both the positive and negative effects this can have. After some thought, I had decided to make it neutral due to the overall impact its effects can have.
Effects include:

    Having one hand full causes your speech to be obscured. Having both hands full makes you unable to speak at all. This also applies to the removal of said limbs.
    Obviously using your hands would hinder speech over radio, so to get around this, Nanotrasen have developed a special kind of glove for those with this speech impediment! Don't lose them though, or you'll have to create new ones.
    The deaf can understand you, and you're "immune" to being mute as long as you can sign! Of course, good luck communicating with anyone who's blind.
    Punctuation? In my visual-based language? Hell no, you better learn to read people's faces. When someone's eyebrows are raised, they are surprised/exclaiming, whilst lowering ones eyebrows indicates they are asking a question. Just like real Sign Language!

Awards players who pick it for being more aware & efficient with their inventory, whilst punishing them for carrying items in their hands 24/7. It further opens these players to new communication options & challenges, whilst giving people who go against them new hurdles & weaknesses to exploit.
2020-09-08 14:05:51 -07:00
Donkie 53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
Wallemations 3779dfe2a3 Merge branch 'master' into master 2020-09-07 21:42:22 -04:00
ArcaneMusic 90e6472242 You can now tap TCG cards. (#53459)
Basically the last groundwork TCG PR we need before we can sew the rules into the game, you can now use TCG cards on the ground with a new radial with an empty hand to either tap, flip, or pick up individual cards. This will also mean that using a deck on a set of individual cards on the ground is now the fastest and most efficient way to pick up cards now.

 Author's note: Opponent's card was not "deleted for effect", it was sent to the Shadow Realm, for all eternity.
2020-09-07 21:53:19 -03:00
Qustinnus c6be808bf3 Moves over cakes to newfood and transfers reagents when crafting (#53316) 2020-09-07 15:04:14 -03:00
Ryll Ryll 8fd1c42d9e Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#53349)
#53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits.

Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor.

Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half.

Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent!
2020-09-06 01:37:45 -03:00