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Converts jittering to status effect, striking yet another mob level status value (#66852)
Converts jittering to status effect, striking yet another mob level status value
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@@ -420,7 +420,7 @@
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damage_type = BURN
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armor_flag = ENERGY
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range = 150
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jitter = 10
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jitter = 20 SECONDS
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var/obj/item/gun/energy/beam_rifle/gun
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var/structure_pierce_amount = 0 //All set to 0 so the gun can manually set them during firing.
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var/structure_bleed_coeff = 0
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@@ -153,7 +153,8 @@
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var/unconscious = 0
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var/eyeblur = 0
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var/drowsy = 0
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var/jitter = 0
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/// Jittering applied on projectile hit
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var/jitter = 0 SECONDS
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/// Extra stamina damage applied on projectile hit (in addition to the main damage)
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var/stamina = 0
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/// Stuttering applied on projectile hit
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@@ -40,7 +40,7 @@
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damage = 5
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paralyze = 100
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stutter = 10 SECONDS
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jitter = 20
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jitter = 40 SECONDS
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range = 7
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icon_state = "spark"
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color = "#FFFF00"
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@@ -5,7 +5,7 @@
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nodamage = FALSE
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paralyze = 100
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stutter = 10 SECONDS
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jitter = 20
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jitter = 40 SECONDS
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 7
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tracer_type = /obj/effect/projectile/tracer/stun
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@@ -23,7 +23,7 @@
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if(C.dna && C.dna.check_mutation(/datum/mutation/human/hulk))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, 20), 5)
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/obj/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
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do_sparks(1, TRUE, src)
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