Atner
Atner
> what objects are implantables? rn anything with the implantable trait, though it has to be small or tiny to be used with the implanter
> I imagine we'll want some implants to be installed in specific locations e.g. head or something, perhaps an accompanying component on the implant itself that the implanter can check?...
> They have BodyPart and BodyPart functionality, as BodyPart allows for surgery related stuff as well as a few other nice things. Implant explosives are the only implants we have...
> Seems workable, only concern is it sounds a little harder to keep track of which body parts allow which implants, as opposed to which body part is accepted by...
> Too many traits : P Up to the implementer in the end, I suppose. Gilles is here too, Ill tryh get his opinion then jsut go with the majority
Okay applied suggested changes,m fixed bugs and added a feedback message for if an implant fails which i forgot to do before, should all be ready to merge for playtest
Should be closed by #9035?
I noticed this also- If a player is revived using defibrillators, they usually get toxin slowly build up to they die- no way to heal it or stop the buildup,...
Is this still a bug or was it fixed by #8916?
I feel like the ghost role you mentioned would serve better as an expansion to ashwalkers as they feel kind of lacking rn and would give them more interesting things...