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tweaks EMP act
now deals 25 fire damage and ignites the owner with a full 20 firestacks. not an instant kill. also forcibly retracts the item should it be out at the time of EMP.
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@@ -288,13 +288,18 @@
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if(!owner)//ensure that it's in an owner, then...
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return
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if(overloaded == 0)//make sure this is the first time it's been EMPed, and...
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if(out == 1)//check if he has the item out...
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owner.unEquip(holder, 1)//if he does, take it away.
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holder.loc = null
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out = 0
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owner.visible_message("<span class='notice'>[holder] forcibly retracts into your arm.</span>")
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owner.visible_message("<span class='danger'>A loud bang comes from [owner]...</span>")
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playsound(get_turf(owner), 'sound/weapons/flashbang.ogg', 100, 1)
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owner << "<span class='warning'>You feel an explosion erupt inside your chest. Is it hot in here?</span>"
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owner << "<span class='warning'>You feel an explosion erupt inside you as your chest implant breaks. Is it hot in here?</span>"
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owner.adjust_fire_stacks(20)
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owner.IgniteMob()
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owner.IgniteMob()//ignite the owner, and then...
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owner.say("AUUUUUUUUUUUUUUUUUUGH!!")
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owner.adjustFireLoss(10000)//kill the owner!
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owner.adjustFireLoss(25)//severely injure him!
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overloaded = 1//then make sure this can't happen again by breaking the implant.
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else
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return
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