- Fixes battery removal
- Makes an alert when the cell is rigged.
- Gives the user a warning if the cell is rigged.
- Gives people that examine the unit a warning if the cell is rigged.
- Makes it so you're incentivized to turn off your shield against EMP enemies.
- Better process proc that deals with rigging properly and gives detailed warnings.
- Allows you to remove the self charging battery from the shield generator, destroying the battery in the process but allowing you to swap the battery for another.
- Adds ability for modifiers to use a custom _vr sprite file.
- Changes the appearance of the sprite used for the shield overlay.
- Adds ability to color the shield sprite via a multitool.
- More fiddling with numbers...
- Allows rechargers to recharge them to allow for non-recharging variants to recharge.
- Gives shields a default 'cyan' color.
- Adds a mining disk to the equipment vendor to upgrade it.
- Adds more variants
- Adds personalized power cells for the shield generator.
- Adds more variants.
- Fixes a mixup of words.
- Rebalances some of the modifiers to make it so they ramp up slower & have at least some effect when nearing the end of the charge.
- Fixes a dividing by 0 bug on specialty shield generators, such as the 'parry' one.
- Adds a huge text wall to explain this stuff to future people.
- Power cells now take longer before starting to charge and now charge slower by default.
- Changes how it mitigates damage.
- It now only affects external attacks (punches, mobs, items, guns, etc.)
- Now is PRE armor mitigation! https://i.imgur.com/CXx82J5.png
- Adds variants. Allows mobs to use the new variants, but not the pack itself.
- Adds an extended description and fluff text.
- Adds ability to have both min&max for each variable.
I still need to make them have specialized recharging batteries (especially for the belt unit), but currently the normal recharging batteries are fine.
- Makes it so you can't remove the cell and keep firing the gun.
- Makes the modifier addition be a var so you can have it do variants!
- Adds a check so you can't take your gun out if the generator doesn't have a cell.
Makes it so that certain squiggly mobs can go into mouse holes even though they fall outside what's usually allowed!
These mobs also get the option to eat anything else that might be in the tunnel with them!
The special mobs include:
catslugs
morphs
protean blobs
slimes (which promethean slimes are a subtype of)
The thinking is these are squishy things that could reasonably be made to fit, or otherwise fit thematically!
I would like to make it so snakes could do this too, but we should get some vore enabled snakes first!
- Changes how lights function. Instead of lights being qdel'd when you take them in/out of light sockets, it now holds them _in_ the light socket! (Due to this change things have been thoroughly tested, numerous bugs squashed which arose due to this change, and then tested again.)
- Makes it so overlays update properly on lights
- Makes it so light colors persist, even if you turn an alarm off & on again (previously reset the light to normal)
- Made it so nightshift properly updates the overlays of lights.
- Updated the light replacer to swap lights in a more efficient way
- Makes it so light replacers can set the color of the lights being inserted. (This only affects the daytime lights. For more complex changes, a multitool is required.)
Mouse holes and micro_interact-able things, you need to be inside them to use their interaction prompt, so you aren't allowed to instantly teleport back to a tunnel for leaving the prompt open or whatever!
Adds a var and a proc to all objects in the game!
If an object starts with the 'micro_target' var enabled, then it will obtain the 'micro interact' proc as a verb on initialize.
The 'micro interact' proc, allows micros and other small mobs such as mice, to hide inside of whatever the object is. Additionally, those inside one object can use the verb to move to an adjacent object that has the 'micro_target' var.
Non micros/small mobs can also use the 'micro interact' verb to attempt to extract anyone who might be within the given object.
When you attempted to charge a gun when it didn't have the ability to do so, it had set 'recharging = TRUE', and then kicked you out of the 'recharge' proc and left 'recharging = TRUE' meaning it would see 'recharging = true' and just return TRUE when the recharge proc was called.
This makes it so if you hit a gun and you can't charge it, it just sets the recharging = FALSE and then returns.
Also gives it a better error message