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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-26 22:42:26 +01:00
Nerfs 762, 556, midlasers, specialised armour, personal shields and stims. (#15002)
This commit is contained in:
@@ -138,7 +138,7 @@
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item_state = "helm_ballistic"
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armor = list(
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melee = ARMOR_MELEE_MINOR,
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bullet = ARMOR_BALLISTIC_AP,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -588,7 +588,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -10,7 +10,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_SMALL,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_MELEE_MINOR,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -186,7 +186,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_SMALL,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SMALL,
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@@ -59,7 +59,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_STRONG,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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@@ -119,7 +119,7 @@
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -206,7 +206,7 @@
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armor = list(
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melee = ARMOR_MELEE_KNIVES,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -265,7 +265,7 @@
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armor = list(
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melee = ARMOR_MELEE_KNIVES,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -433,7 +433,7 @@
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -498,8 +498,8 @@
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item_state = "hegemony_armor"
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -518,7 +518,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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rad = ARMOR_RAD_RESISTANT
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@@ -571,7 +571,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -586,7 +586,7 @@
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armor = list(
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melee = ARMOR_MELEE_KNIVES,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -125,7 +125,7 @@
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item_state = "plate_ballistic"
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_AP,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_MINOR,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED
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@@ -154,7 +154,7 @@
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armor = list(
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melee = ARMOR_MELEE_MINOR,
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bullet = ARMOR_BALLISTIC_MINOR,
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laser = ARMOR_LASER_AP,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_RESISTANT
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)
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slowdown = 1
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@@ -34,7 +34,7 @@
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armor = list(
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melee = ARMOR_MELEE_MINOR,
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bullet = ARMOR_BALLISTIC_MINOR,
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laser = ARMOR_LASER_AP,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_RESISTANT
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)
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siemens_coefficient = 0
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@@ -46,7 +46,7 @@
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item_state = "legguards_ballistic"
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_AP,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_MINOR,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED
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@@ -143,7 +143,7 @@
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armor = list(
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melee = ARMOR_MELEE_MINOR,
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bullet = ARMOR_BALLISTIC_MINOR,
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laser = ARMOR_LASER_AP,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_RESISTANT
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)
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siemens_coefficient = 0
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@@ -155,7 +155,7 @@
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item_state = "armguards_ballistic"
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_AP,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_MINOR,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED
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@@ -31,10 +31,6 @@
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tally += species.handle_movement_tally(src)
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if (can_feel_pain())
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if(shock_stage >= 10)
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tally += 3
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if(is_asystole())
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tally += 10 //heart attacks are kinda distracting
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@@ -366,7 +366,7 @@
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if(sharp)
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organ_damage_threshold *= 0.5
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if(laser)
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organ_damage_threshold *= 2
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organ_damage_threshold *= 1.25
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if(!(cur_damage + damage_amt >= max_damage) && !(damage_amt >= organ_damage_threshold))
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return FALSE
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@@ -44,8 +44,8 @@
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impact_type = /obj/effect/projectile/impact/hegemony
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/obj/item/projectile/beam/midlaser
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damage = 35
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armor_penetration = 10
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damage = 30
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armor_penetration = 15
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/obj/item/projectile/beam/midlaser/skrell
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armor_penetration = 0
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@@ -55,8 +55,8 @@
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armor_penetration = 20
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/obj/item/projectile/beam/noctiluca
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damage = 25
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armor_penetration = 25
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damage = 20
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armor_penetration = 28
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/obj/item/projectile/beam/noctiluca/armor_piercing
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name = "concentrated laser"
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@@ -137,7 +137,7 @@
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/obj/item/projectile/bullet/pistol/revolver
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damage = 40
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armor_penetration = 10
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armor_penetration = 15
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/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
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name = "rubber bullet"
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@@ -150,7 +150,7 @@
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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damage = 65
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damage = 55
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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name = "beanbag"
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@@ -207,23 +207,23 @@
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penetrating = FALSE
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/obj/item/projectile/bullet/rifle/a762
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damage = 40
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armor_penetration = 20
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damage = 35
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armor_penetration = 22
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penetrating = TRUE
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/obj/item/projectile/bullet/rifle/a556
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damage = 40
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armor_penetration = 15
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damage = 30
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armor_penetration = 26
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penetrating = FALSE
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/obj/item/projectile/bullet/rifle/a556/ap
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damage = 35
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armor_penetration = 40
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damage = 25
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armor_penetration = 45
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penetrating = TRUE
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/obj/item/projectile/bullet/rifle/a556/polymer
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damage = 25
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armor_penetration = 30
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damage = 24
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armor_penetration = 32
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penetrating = FALSE
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/obj/item/projectile/bullet/rifle/a145
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@@ -276,7 +276,7 @@
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weaken = 0
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drowsy = 0
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eyeblur = 0
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damage_type = TOX
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damage_type = BRUTE
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speed = 0.3
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/obj/item/projectile/bullet/rifle/tranq/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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@@ -1575,3 +1575,52 @@
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metabolism_min = 0.5
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breathe_mul = 0
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goodmessage = list("You feel strange, in a good way.")
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/decl/reagent/kilosemine
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name = "Kilosemine"
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description = "An illegal stimulant, known by specialists for its properties that somehow mix the effects of Synaptizine and Hyperzine without the immediate side \
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effects. It is unknown how and where this chemical was created; some speculate that it was created in Fisanduh for use by radical terrorist cells."
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reagent_state = SOLID
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scannable = TRUE
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color = "#EE4B2B"
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overdose = 15
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metabolism = REM * 3 //0.6 units per tick
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taste_description = "pure alcohol"
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/decl/reagent/kilosemine/affect_blood(var/mob/living/carbon/M, var/alien, var/removed, var/datum/reagents/holder)
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M.drowsiness = max(M.drowsiness - 5, 0)
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M.AdjustStunned(-1)
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M.AdjustWeakened(-1)
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M.hallucination = max(0, M.hallucination - 10)
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M.eye_blurry = max(M.eye_blurry - 5, 0)
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M.confused = max(M.confused - 10, 0)
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/decl/reagent/kilosemine/affect_chem_effect(var/mob/living/carbon/M, var/alien, var/removed)
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. = ..()
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if(.)
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M.add_chemical_effect(CE_SPEEDBOOST, 1)
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M.add_chemical_effect(CE_CLEARSIGHT)
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M.add_chemical_effect(CE_STRAIGHTWALK)
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M.add_chemical_effect(CE_PAINKILLER, 30)
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M.add_chemical_effect(CE_HALLUCINATE, -1)
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M.add_up_to_chemical_effect(CE_ADRENALINE, 1)
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/decl/reagent/kilosemine/overdose(mob/living/carbon/M, alien, removed, scale, datum/reagents/holder)
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if(!ishuman(M))
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return
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var/mob/living/carbon/human/H = M
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if(prob(H.chem_doses[type] / 2))
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to_chat(H, SPAN_WARNING(pick("You feel like you're on limited time...", "Something in the left side of your chest feels like it's bursting!",
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"You feel like today is your last day, and you should make it count...")))
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if(prob(H.chem_doses[type] / 3))
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if(prob(75))
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H.emote(pick("twitch", "shiver"))
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else
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if(prob(50))
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to_chat(H, SPAN_DANGER("Your joints lock up!"))
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H.AdjustParalysis(3)
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else
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var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[BP_HEART]
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if(heart)
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to_chat(H, SPAN_DANGER("Your heart skips a beat and screams out in pain!"))
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heart.take_internal_damage(10)
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@@ -308,7 +308,7 @@
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armorcheck = FALSE
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time = 0
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reagents_to_add = list(/decl/reagent/oxycomorphine = 5, /decl/reagent/synaptizine = 5, /decl/reagent/hyperzine = 5, /decl/reagent/arithrazine = 5)
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reagents_to_add = list(/decl/reagent/kilosemine = 10)
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/obj/item/reagent_containers/hypospray/combat/empty
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name = "combat hypospray"
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