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John WillardandGitHub 751bfc08bb Removes the IC tab (#95893)
## About The Pull Request

Removes the IC tab in its entirety

- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits

### Removed entirely

Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills

### Moved to command bar (secret verb ooh) because I am biased

Sleep
Navigate

### Martial Arts

Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.

<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>


Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.

## Why It's Good For The Game

Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.

This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".

## Changelog

🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
2026-05-26 16:27:09 -07:00

58 lines
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/// Root of shared behaviour for mobs spawned by blobs, is abstract and should not be spawned
/mob/living/basic/blob_minion
abstract_type = /mob/living/basic/blob_minion
name = "Blob Error"
desc = "A nonfunctional fungal creature created by bad code or celestial mistake. Point and laugh."
icon = 'icons/mob/nonhuman-player/blob.dmi'
icon_state = "blob_head"
base_icon_state = "blob_head"
unique_name = TRUE
status_flags = CANPUSH
faction = list(ROLE_BLOB)
combat_mode = TRUE
bubble_icon = "blob"
speak_emote = null
habitable_atmos = null
minimum_survivable_temperature = 0
maximum_survivable_temperature = INFINITY
lighting_cutoff_red = 20
lighting_cutoff_green = 40
lighting_cutoff_blue = 30
initial_language_holder = /datum/language_holder/empty
can_buckle_to = FALSE
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
pull_force = 0
/// Size of cloud produced from a dying spore
var/death_cloud_size = BLOBMOB_CLOUD_NONE
var/loot = /obj/item/food/spore_sack
/mob/living/basic/blob_minion/New(loc, blob_borne)
. = ..()
if(blob_borne)
pass_flags = PASSBLOB
/mob/living/basic/blob_minion/Initialize(mapload)
. = ..()
add_traits(list(TRAIT_BLOB_ALLY, TRAIT_MUTE), INNATE_TRAIT)
AddComponent(/datum/component/blob_minion, on_strain_changed = CALLBACK(src, PROC_REF(on_strain_updated)), new_death_cloud_size = death_cloud_size)
if(loot)
if (islist(loot))
loot = string_list(loot)
AddElement(/datum/element/death_drops, loot)
/// Called when our blob overmind changes their variant, update some of our mob properties
/mob/living/basic/blob_minion/proc/on_strain_updated(mob/eye/blob/overmind, datum/blobstrain/new_strain)
//revert independent blob mobs to the pale sprite so they can be recoloured
if(new_strain)
icon_state = base_icon_state
/// Associates this mob with a specific blob factory node
/mob/living/basic/blob_minion/proc/link_to_factory(obj/structure/blob/special/factory/factory)
RegisterSignal(factory, COMSIG_QDELETING, PROC_REF(on_factory_destroyed))
/// Called when our factory is destroyed
/mob/living/basic/blob_minion/proc/on_factory_destroyed()
SIGNAL_HANDLER
to_chat(src, span_userdanger("Your factory was destroyed! You feel yourself dying!"))