Blobbernauts can now see their overmind's core health via their HUD.
Blobbernauts can also see their health from their HUD.
Blobbernauts are somewhat resistant to spacewind.
Blobbernauts can now see their overmind's core health via their HUD.
Blobbernauts can also see their health from their HUD.
Blobbernauts are somewhat resistant to spacewind.
Fixes blind AI (lack of power) staying blind if transfered to a mech or a card.
Fixes magboots action button icon not updating when toggling the boots on.
Fixes Area teleport spells not having a cancel button when choosing the destination area.
Fixes spell action button not being removed when the spell is refunded.
Fixes revenant spell action button icons not being updated when the revenant is inhibited by a null rod.
Spores now fly properly(and zombies don't)
Added Adaptive Nexuses, which does medium brute damage and kills unconscious targets, reaping points for the overmind.
Draining Spikes, which is reddish pink, does medium brute damage, and drains blood from targets.
Shifting Materia, which is tan, does medium brute damage, and shifts position when attacked.
Flammable Goo, which is reddish orange, does low burn and toxin damage, and when hit with burn damage, emits a burst of flame. It takes more damage from burn, though.
Poisonous Strands, which is lavender and does burn, fire, and toxin damage over a few seconds, instead of instantly.
Bluespace Dust, which is bright green, does low toxin damage, irradiates, and may teleport targets.
Other changes;
Replicating Foam has a lower chance to expand when hit
Penetrating Spines is now purple instead of sea green.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
Pumping successfully now returns half of the blood lost from a missing pump (anymore and I doubt you'd die)
You can no longer spam the pumping (healing made this a requirement)
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
Revenants now have an essence HUD.
Revenants now retain essence cap from the previous revenant, minus perfect souls.
Restructured revenant code to be less all over the place
Moved Harvesting to revenant_abilities.dm
Defile has slightly more range, but does less damage to windows.
Blight kills shrooms and vines slightly faster.