Defile now indicates tiles that have jaunt prevention removed.
Perfect soul chance increased slightly(still must have a ckey and be alive when the drain starts)
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Revenant abilities cause purple sparkles now.
Incidentally fixed up EMP pulses so they don't set the name and duration of the object they spawn for everything that spawns the object.
Instead of supporting health and essence, with health being three times essence, essence is tripled and now acts as revenant health.
Draining a target is slightly shorter, but if the target is dragged away while you are draining, the drain will fail.
If you get exceptionally lucky, you can gain a higher essence regen cap from draining - this requires the target mob to have a ckey, be alive, and for RNG to favor you.
You can no longer abuse the spawns in reveal and stun to be invisible or move while draining a target(this is really awful I want a better way to do it)
Overload lights now has a wider range, but only shocks people adjacent to lights.
Defile damages windows slightly less and makes lights flicker for somewhat longer.
Malfunction no longer disables bots after emagging them.
- The effects of alcohol now appear twice as fast
- Drunkenness now scales with how much alcohol is in you, not how long you've been drinking. This means drinking very little but continuously no longer makes you very drunk, dizzy/slurring for a long time or give you alcohol poisoning.
- The dizziness and slurring effects now properly scale with how drunk you are (and dizziness is generally more pronounced).