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Bugfix: Adds a var to simple animals "player_controlled" to surpress behaviors in simple_animals that have players assigned.
Bugfix: Dead player mice won't be converted to items so they can still be revived. Bugfix: Players playing chicks won't die by developing into chickens anymore Bugfix: Fixes an edge case where a poor soul struck by multiple polymorphing shots at once ends up in a state where they can't move. Feature: Renames the wand of resurrection to the wand of healing to drive home the fact that it does the same things the staff of healing can do Balancing: Gives the wand of healing more shots. 10, 5, 5, 4 up from 3, 2, 2, 1
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@@ -177,7 +177,7 @@
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. =..()
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if(!.)
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return
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if(!stat)
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if(!stat && !player_controlled)
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amount_grown += rand(1,2)
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if(amount_grown >= 100)
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new /mob/living/simple_animal/chicken(src.loc)
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@@ -36,9 +36,10 @@
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/mob/living/simple_animal/mouse/Die()
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..()
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var/obj/item/trash/deadmouse/M = new(src.loc)
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M.icon_state = src.icon_dead
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del (src)
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if(!player_controlled)
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var/obj/item/trash/deadmouse/M = new(src.loc)
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M.icon_state = src.icon_dead
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del (src)
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/mob/living/simple_animal/mouse/Crossed(AM as mob|obj)
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if( ishuman(AM) )
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@@ -57,6 +57,8 @@
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var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
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var/player_controlled = 0 //Set to true if the simple animal ever had someone behind the steering wheel, even if they aren't currently
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/mob/living/simple_animal/New()
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..()
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verbs -= /mob/verb/observe
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@@ -195,6 +197,10 @@
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adjustBruteLoss(unsuitable_atoms_damage)
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return 1
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//Player check
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if(!player_controlled && mind)
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player_controlled = 1
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/mob/living/simple_animal/Bumped(AM as mob|obj)
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if(!AM) return
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@@ -60,11 +60,11 @@
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..()
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/obj/item/weapon/gun/magic/wand/resurrection
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name = "wand of resurrection"
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name = "wand of healing"
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desc = "This wand uses healing magics to heal and revive. They are rarely utilized within the Wizard Federation for some reason."
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projectile_type = "/obj/item/projectile/magic/resurrection"
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icon_state = "revivewand"
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max_charges = 3 //3, 2, 2, 1
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max_charges = 10 //10, 5, 5, 4
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/obj/item/weapon/gun/magic/wand/resurrection/zap_self(mob/living/user as mob)
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user.revive()
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@@ -220,6 +220,8 @@ proc/wabbajack(mob/living/M)
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new_mob << "<B>Your form morphs into that of a [randomize].</B>"
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del(M)
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if(!new_mob.canmove) //edge case of someone getting hit with two bolts at the same time
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new_mob.canmove = 1
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return new_mob
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/obj/item/projectile/magic/animate
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