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Fixes changelings readapting while in stasis removing the regenerate verb. (#18317)
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@@ -15,6 +15,7 @@
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var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
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var/genetic_damage = 0 // genetic damage caused by using the sting. Nothing to do with cloneloss.
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var/max_genetic_damage = 100 // hard counter for spamming abilities. Not used/balanced much yet.
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var/always_keep = 0 // important for abilities like regenerate that screw you if you lose them.
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/obj/effect/proc_holder/changeling/proc/on_purchase(mob/user)
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@@ -392,7 +392,7 @@ var/list/sting_paths
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mind.changeling.changeling_speak = 0
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mind.changeling.reset()
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for(var/obj/effect/proc_holder/changeling/p in mind.changeling.purchasedpowers)
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if(p.dna_cost == 0 && keep_free_powers)
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if((p.dna_cost == 0 && keep_free_powers) || p.always_keep)
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continue
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mind.changeling.purchasedpowers -= p
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p.on_refund(src)
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@@ -2,6 +2,7 @@
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name = "Regenerate"
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desc = "We regenerate, healing all damage from our form."
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req_stat = DEAD
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always_keep = 1
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//Revive from revival stasis
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/obj/effect/proc_holder/changeling/revive/sting_action(mob/living/carbon/user)
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