Refactors humanoid hiding to use `status_flags` and a define rather than a snowflake variable.
Swaps a magic number for a define.
Amends the humanoid hiding eligibility check.
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
Because starting money is pretty much all it affects, anyway. Instead of just being used to measure NT's opinion of you, you now choose income categories to fall under. This still affects how much money you start with, with the highest category giving a 1.3x modifier, but the lowest has been lowered to 0.5 times. Now you can start with even less money than before.
Currently doesn't change the "this person might be willing to help you" message for traitors, but it would be easy to do something different with that if requested.
Pink Slime Aura and Mend Synthetic (technomancer) should now fix FBPs again.
Adds procs to get the 'real' number of damage from humans, including limb damage on prosthetic limbs.
Slime following made a bit more robust, slimes (and other simple animals) stop wandering when following.
Slimes following a leader that passes the can_command() check will refrain from attacking things if not attacked first.
Slime kill command implemented, requires the slime to be in your faction or be the slime's friend, and not just obedient. This can be accomplished with end-game slime agents.
Slimes require three 'free' tiles to split, which should prevent super overcrowed cells and by extension avoid Amber Tide from crashing the mob controller.
Dark Blue Cold Aura now properly adjusts temperature based on protection gradually instead of instantly setting to the lowest value.
Makes new clones receive a substantial malus on combat ability, which will last between 25 to 40 minutes.
This time can be reduced by upgrading the cloner. A fully upgraded cloner can reduce the time to 5 to 8 minutes.
Also makes new clones receive a 'cloned' modifier, which doesn't actually do anything besides act as a sort of counter for how many times they've been cloned that only admins can see at the moment.
Makes modifiers with the 'genetic' flag get copied to cloned mobs.
Adds admin utility/testing/badmin verb to give any modifier to any living mob.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
* Merge two not-really conflicts
Thanks git, that whitespace conflict was super important?
* DME merge
* Added defines for mobs used by simple animals.
* Lost a slime along the way
* Disable debug settings
* HONK!!!
* Remove redundant hostile decls
* Replace loc= with forceMove in old SA code
I guess I should think of the children.