Wound/Debuffs
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Allow ATTACK and RANGED_ATTACK parts to use .wound() and .rangedWound() to inhibit incoming healing. Default would reduce incoming healing to 0.7 (70%) of it's normal value, with boosted pushing that up to 0.3 (30%) of standard healing values. It doesn't stack, deals half damage, and cannot be used with .rangedMassAttack().
Alternatively, create a new WOUND part that achieves this goal. I'm less fond of this, because I'd rather expand on what parts can currently do, unless we want to expand into some sort of DEBUFF part that could also inhibit movement, attack power, outbound healing, etc.
Thoughts?