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fixes
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@@ -16,7 +16,7 @@
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/datum/chemical_reaction/medicine/taste_suppressor
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results = list(/datum/reagent/medicine/taste_suppressor = 3)
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required_reagents = list(/datum/reagent/sodium = 1, /datum/reagent/sulfur = 1, /datum/reagent/water = 1)
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required_reagents = list(/datum/reagent/sulfur = 1, /datum/reagent/water/salt = 1)
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mix_message = "The mixture becomes clear like water."
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@@ -1,16 +1,19 @@
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//This is a crafting override for the regal condor.
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/datum/crafting_recipe/deagle_prime
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reqs = list(
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/obj/item/gun/ballistic/automatic/pistol = 1,
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/obj/item/gun/ballistic/automatic/pistol = 1, //marakov (7 TC)
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/obj/item/stack/sheet/mineral/gold = 25,
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/obj/item/stack/sheet/mineral/silver = 25,
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/obj/item/food/donkpocket = 1,
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/obj/item/weaponcrafting/gunkit/regal_condor = 1, //we replace the 4tc with an uplink item that costs 4tc and is restricted
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/obj/item/clothing/head/costume/crown/fancy = 1,
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/obj/item/storage/toolbox/syndicate = 1,
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/obj/item/storage/toolbox/syndicate = 1, //toolbox (1 TC)
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/obj/item/stack/sheet/iron = 10,
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)
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/datum/crafting_recipe/deagle_prime_mag
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crafting_flags = CRAFT_SKIP_MATERIALS_PARITY //for the unit test, this recipe is has custom materials like the original.
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reqs = list(
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/obj/item/stack/sheet/iron = 10,
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/obj/item/stack/sheet/mineral/gold = 10,
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@@ -1,7 +1,7 @@
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/datum/quirk/permanent_limp
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/datum/quirk/permanent_limp //As it turns out, upstream now has a limping quirk. (/datum/quirk/item_quirk/limper). Feel free to nuke this quirk to reduce redundancy.
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name = "Permanent Limp"
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desc = "One of your legs has a permanent limp."
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icon = FA_ICON_PERSON_CANE
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icon = FA_ICON_PERSON_WALKING_WITH_CANE
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value = -3
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gain_text = "You start to walk with a limp"
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lose_text = "Your limp is cured"
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@@ -88,7 +88,7 @@ means that you'll be forced to move carefully while it's on. Fits in pockets, an
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on_clear_callback = CALLBACK(src, PROC_REF(on_cult_rune_removed)), \
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effects_we_clear = list(/obj/effect/rune, /obj/effect/heretic_rune, /obj/effect/cosmic_rune), \
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)
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AddComponent(/datum/component/bane, target_type = /mob/living/basic/revenant, damage_multiplier = 0, added_damage = 25, requires_combat_mode = FALSE)
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AddComponent(/datum/component/bane, affected_biotypes = MOB_SPIRIT, added_damage = 30)
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/obj/item/dualsaber/chaplain/proc/on_cult_rune_removed(obj/effect/target, mob/living/user)
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if(!istype(target, /obj/effect/rune))
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@@ -1,2 +1,2 @@
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/datum/species/ghost/get_species_description()
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/datum/species/spirit/get_species_description()
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return list("Spirits are spirits of long-dead creatures whom, for one reason or another, still roam around.")
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