balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.
Fixes#38445
Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
I was making a ninjutsu martial art, and I got really pissed that I have to
make specific snowflake items whenever I want to test a martial art, so I coded
a quick fix for that in the dropdown. Then, I realized that admins have to find
these same dumb snowflake art granters and so I decided to quickly make a new
branch and pr this.
Why: Way better way of doing martial art TC trades, hopefully saves some time
for our admins. Maybe helpful in setting up events.
Added a new ghost verb that lets you change your ignore settings, allowing previously ignored popups to be un-ignored and notifications without an ignore button to be ignored
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.
The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.
Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl
oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
Health analyzers already will tell you this, so this just makes it easier. I
read this on the "Minor Suggestions" thread. I'm no spriter, so feel free to
tell me if my icon sucks. I had to add an "addtimer" to the death proc because
med_hud_set_status isn't called anymore after death.
It's been updated to make use of the signal refactor and other code cleaned up. As a free side benefit I also made it work if applied to mobs directly.