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Custom Item Defines Part 1
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@@ -1194,4 +1194,44 @@
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attack_self(mob/user as mob)
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if(isliving(user))
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user.visible_message("\red [user] raises [src].\nThey read: [rank] [surname] - [spec], Emergency Response Team.","\red You raise [src].\nThey read: [rank] [surname] - [spec], Emergency Response Team.")
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user.visible_message("\red [user] raises [src].\nThey read: [rank] [surname] - [spec], Emergency Response Team.","\red You raise [src].\nThey read: [rank] [surname] - [spec], Emergency Response Team.")
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/obj/item/clothing/tie/fluff/scofield_watch //Hunter Scofield - Smifboy78
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name = "gold pocket-watch"
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desc = "A small pocket watch. It appears to be gold plated, with the initials D.M.S on the back."
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "watch"
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w_class = 1
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var wired = 1
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verb/checktime()
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set category = "Object"
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set name = "Check Time"
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set src in usr
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if(wired)
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usr.visible_message ("<span class='notice'>[usr] clicks open their [src], and glances at the time for a moment.</span>", "<span class='notice'>You click open the face of your [src], reading the analog display of the time: '[worldtime2text()]' </span>")
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else
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usr << "You check your watch as it dawns on you that it's broken"
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/obj/item/clothing/head/fluff/ziva_bandana //Ziva's Bandana - Ziva Mo'taki - SierraKomodo
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name = "Ziva's bandana"
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desc = "An old orange-ish-yellow bandana. It has a few stains from engine grease, and the color has been dulled."
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "motaki_bandana"
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item_state = "taryn_kifer_1"
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flags = FPRINT|TABLEPASS
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flags_inv = 0
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/obj/item/clothing/tie/fluff/straughan_necklace //Rejection Syndrome Necklace - Nick Straughan - Nanotoxin
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name = "rejection syndrome necklace"
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desc = "A small silver necklace with the words, 'prosthetic rejection syndrome; body rejects mechanical eyes, shaded eyewear needed.' engraved into it."
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "straughan_necklace"
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item_state = "straughan_necklace"
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item_color = "straughan_necklace"
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slot_flags = SLOT_MASK
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/obj/item/clothing/tie/fluff/straughan_necklace/attack_self(mob/user as mob)
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if(isliving(user))
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user.visible_message("\red [user] holds up their [src].\nIt reads: Prosthetic rejection syndrome. Patient's body rejects mechanical eyes. Shaded eyewear required.","\red You display the [src], showing the room your medical condition.")
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@@ -168,6 +168,11 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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set name = "Ghost"
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set desc = "Relinquish your life and enter the land of the dead."
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if(mind.special_role && mind.special_role == "Duty Officer")
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src << "\red You are a Duty officer, please use return to mob"
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src << "It will handle cleaning up and if you are dead"
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return
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if(stat == DEAD)
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ghostize(1)
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else
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@@ -52,10 +52,10 @@
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//** Handle the effects of infections
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var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
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if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(30))
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germ_level--
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if (germ_level >= INFECTION_LEVEL_ONE/2)
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//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
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if(antibiotics < 5 && prob(round(germ_level/6)))
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@@ -66,7 +66,7 @@
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//spread germs
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if (antibiotics < 5 && parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30) ))
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parent.germ_level++
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if (prob(3)) //about once every 30 seconds
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take_damage(1,silent=prob(30))
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@@ -149,13 +149,15 @@
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name = "lungs"
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parent_organ = "chest"
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removed_type = /obj/item/organ/lungs
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min_bruised_damage = 15
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min_broken_damage = 20
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process()
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..()
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if (germ_level > INFECTION_LEVEL_ONE)
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if(prob(5))
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owner.emote("cough") //respitory tract infection
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if(is_bruised())
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if(prob(2))
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spawn owner.emote("me", 1, "coughs up blood!")
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