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Increased chance of deconversion when applyinb brute force to head. The more hurt they are, the more likely they are to deconvert.
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@@ -179,11 +179,12 @@ emp_act
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switch(hit_area)
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if("head") //Harder to score a stun but if you do it lasts a bit longer
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if(stat == CONSCIOUS && prob(I.force))
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visible_message("<span class='danger'>[src] has been knocked unconscious!</span>", \
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"<span class='userdanger'>[src] has been knocked unconscious!</span>")
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apply_effect(20, PARALYZE, armor)
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if(src != user && I.damtype == BRUTE)
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if(stat == CONSCIOUS)
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if(prob(I.force))
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visible_message("<span class='danger'>[src] has been knocked unconscious!</span>", \
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"<span class='userdanger'>[src] has been knocked unconscious!</span>")
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apply_effect(20, PARALYZE, armor)
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if(prob(I.force + ((100 - src.health)/2)) && src != user && I.damtype == BRUTE)
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ticker.mode.remove_revolutionary(mind)
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ticker.mode.remove_gangster(mind, exclude_bosses=1)
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if(bloody) //Apply blood
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@@ -925,11 +925,12 @@
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switch(hit_area)
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if("head") //Harder to score a stun but if you do it lasts a bit longer
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if(H.stat == CONSCIOUS && prob(I.force) && armor < 50)
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H.visible_message("<span class='danger'>[H] has been knocked unconscious!</span>", \
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"<span class='userdanger'>[H] has been knocked unconscious!</span>")
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H.apply_effect(20, PARALYZE, armor)
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if(H != user && I.damtype == BRUTE)
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if(H.stat == CONSCIOUS && armor < 50)
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if(prob(I.force))
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H.visible_message("<span class='danger'>[H] has been knocked unconscious!</span>", \
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"<span class='userdanger'>[H] has been knocked unconscious!</span>")
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H.apply_effect(20, PARALYZE, armor)
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if(prob(I.force + ((100 - H.health)/2)) && H != user && I.damtype == BRUTE)
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ticker.mode.remove_revolutionary(H.mind)
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ticker.mode.remove_gangster(H.mind, exclude_bosses=1)
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