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Revolution Improvements (#7878)
- Added a new category to the traitor uplink, which is only available to revolutionaries. - Head Revolutionaries now spawn with an uplink that has 50 TC, they also get an alert telling them to not abuse it. - Revamped the drill dropper into a generic orbital dropper, capable of dropping ANY sort of item you wish it to. - Added a Mech orbital dropper. Added an Armory orbital dropper. - Made loyalty implants display their text correctly when they implant someone. - Added aggression implants, which makes whoever it is implanted into extremely aggressive. Quite useful for starting a revolution. - Added some description_antag to mercenary cipherkeys, informing the reader that the mercenary radio key is :t. - Added a gear crate (not for mercs) which is just six syndicate softsuits. Useful in a pinch.
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@@ -393,10 +393,6 @@ the implant may become unstable and either pre-maturely inject the subject or si
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spawn(20)
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malfunction--
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/obj/item/implant/loyalty/implanted(mob/source as mob)
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//mobname = source.real_name
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return 1
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/obj/item/implant/loyalty/ipc
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name = "loyalty chip"
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desc = "A device that sets directives programmed for loyalty to NanoTrasen on the synthetic subject. Will not work on organics."
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@@ -576,3 +572,57 @@ the implant may become unstable and either pre-maturely inject the subject or si
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/obj/item/implant/compressed/islegal()
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return 0
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/obj/item/implant/aggression
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name = "aggression implant"
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desc = "An implant that microdoses its user with chemicals that induce anger."
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/obj/item/implant/aggression/get_data()
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. = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Aggression Implant<BR>
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<b>Life:</b> N/A.<BR>
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<b>Important Notes:</b> Users injected with this device get increasingly angry to a breaking point. Users tend to expire before the implant does.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
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<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
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/obj/item/implant/aggression/implanted(mob/M)
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if(!istype(M, /mob/living/carbon/human))
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return FALSE
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var/mob/living/carbon/human/H = M
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for(var/obj/item/implant/loyalty/I in H)
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if(I.implanted)
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to_chat(H, span("danger", "Rage surges through your body, but the nanobots from your loyalty implant stop it soon after it starts!"))
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return TRUE
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var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
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if(antag_data?.flags & ANTAG_IMPLANT_IMMUNE)
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H.visible_message("[H] seems to resist the implant!", "You feel rage overtake your body, but you manage to fend it off by sheer will!")
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log_and_message_admins("[key_name(H)] was implanted by an aggression implant, but was not effected.", H)
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else if(antag_data?.id == MODE_LOYALIST)
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clear_antag_roles(H.mind, 1)
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to_chat(H, span("danger", "You feel a surge of rage override your loyalty!"))
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log_and_message_admins("[key_name(H)] was implanted by an aggression implant, clearing their loyalist status!", H)
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else
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to_chat(H, span("danger", "You feel a surge of rage course through your body and very soul!"))
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log_and_message_admins("[key_name(H)] was implanted by an aggression implant!", H)
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return TRUE
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/obj/item/implant/aggression/emp_act(severity)
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if(malfunction)
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return
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malfunction = MALFUNCTION_TEMPORARY
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activate("emp")
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if(severity == 1)
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if(prob(50))
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meltdown()
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else if(prob(50))
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malfunction = MALFUNCTION_PERMANENT
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return
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spawn(20)
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malfunction--
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@@ -159,3 +159,14 @@
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src.imp = new /obj/item/implant/health( src )
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..()
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return
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/obj/item/implantcase/aggression
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name = "glass case - 'aggression'"
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desc = "A case containing an aggression inducing implant."
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icon_state = "implantcase-b"
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/obj/item/implantcase/aggression/New()
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src.imp = new /obj/item/implant/aggression(src)
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..()
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return
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