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.
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
* 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
Changelings can now take the Pheromone Receptors ability to hunt down other changelings.
Changelings' 'Absorb another ling' objectives have been astoundingly difficult for a while now because lings haven't historically had any good way to identify each other. By the time a ling gets called on the radio, every bored validhunter on the station is already dragging it to the cremator while beating it, making the old yoink'n'succ borderline suicidal. Short of some sucker announcing his name and position over lingchat (a mistake most people only make once), changelings assigned to absorb other lings are nearly always SOL.
With this in mind, I've created 'pheromone receptors', a new changeling power. By tracking the unique but normally undetectable scent of other changelings, a hunter can track fellow lings and find their general location. Similar to the target pinpointer that all IA agents get, receptors help to locate other changelings, with a few important caveats:
They have a maximum range of 25 tiles. They will not give any indication of changelings outside this radius.
They have a minimum range of 10 tiles. The pinpointer will not display a direction for closer targets.
The pinpointer does not show its current target. It may switch randomly between targets at similar distances.
The pinpointer slows down chemical regeneration while active, similar to the 'mimic voice' ability.
The power has to be purchased for 2 points.
This power is not intended as a replacement for player skill in identifying changelings; rather, it's a supplement. Hunting lings can easily identify lone and out-of-place people as their targets. This encourages hunted changelings to stay mobile and in public, where it will be more difficult to confirm their identity. Well-hidden changelings might in turn be able to detect someone who's looking for them; This allows them to either slip away or arrange a confrontation.
Hopefully, with a way to accomplish this objective that's not random-ass luck, changelings might be able to start greentexting regularly again.
*No they won't, team objectives still exist.
* Qdels all queries, adds sleep handling
* DB Core messages admins about undeleted queries
* Compile fixes. Adds missing set waitfor
* Remove world/New shennanigans. Add DBQuery/BlockingExecute()
* Less spammy notifications to admins about undeleted queries
* Increase dbcore fire time to 1 minute
* Upgrade undeleted query warning
* Better place of death
* Fix build
* Remove BlockingExecute, see BSQL PR for why
* Yep, missed that one.
* Psyche, that's the WRONG QUERY!!
* blob now respawns like nuke disk if off z-level
* can't do it, sorry nak
* space
* muh codebaby
* Revert "CitrusGender my friend, don't you start away uneasy"
* A Variety Of Updates
* Lovey Sprites!
* Adds implementation for listening status effects.
* Fixes implementation, uses defines instead of magic strings.
* Completely reworks status effect listeners
* Fixes Love Potions
* Fixes Approximately All The Things.jpg