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Vampires maintain blood level over bat form (#48203)
* Vampires maintain blood level over bat form * Blood level tracked if damage tracked
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@@ -123,7 +123,7 @@
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/mob/living/carbon/Stat()
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..()
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if(statpanel("Status"))
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if(statpanel("Status"))
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var/obj/item/organ/heart/vampire/darkheart = getorgan(/obj/item/organ/heart/vampire)
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if(darkheart)
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stat(null, "<span class='notice'>Current blood level: [blood_volume]/[BLOOD_VOLUME_MAXIMUM].</span>")
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@@ -13,7 +13,7 @@
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var/revert_on_death = TRUE
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var/die_with_shapeshifted_form = TRUE
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var/convert_damage = TRUE //If you want to convert the caster's health to the shift, and vice versa.
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var/convert_damage = TRUE //If you want to convert the caster's health and blood to the shift, and vice versa.
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var/convert_damage_type = BRUTE //Since simplemobs don't have advanced damagetypes, what to convert damage back into.
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var/mob/living/shapeshift_type
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@@ -101,7 +101,7 @@
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desc = "Take on the shape a lesser ash drake."
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invocation = "RAAAAAAAAWR!"
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convert_damage = FALSE
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shapeshift_type = /mob/living/simple_animal/hostile/megafauna/dragon/lesser
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@@ -131,6 +131,7 @@
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var/damapply = damage_percent * shape.maxHealth;
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shape.apply_damage(damapply, source.convert_damage_type, forced = TRUE);
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shape.blood_volume = stored.blood_volume;
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slink = soullink(/datum/soullink/shapeshift, stored , shape)
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slink.source = src
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@@ -186,6 +187,8 @@
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var/damapply = stored.maxHealth * damage_percent
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stored.apply_damage(damapply, source.convert_damage_type, forced = TRUE)
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if(source.convert_damage)
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stored.blood_volume = shape.blood_volume;
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qdel(shape)
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qdel(src)
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