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Alcoholic quirk (#76510) So you're telling me we have a smoker quirk and we DON'T have an alcoholic quirk? What a travesty! Time to fix that. This quirk is essentially equivalent to smoker, but instead of a favorite brand you get a favorite *brandy* (as in, favorite type of booze).  More quirk variety with decent roleplay value. What will we do with a drunken sailor? 🆑 add: Added Alcoholic as a negative quirk. /🆑 --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com>
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co-authored by
ChungusGamer666
san7890
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fb004af181
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a6dc498a14
@@ -60,8 +60,9 @@
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drinker.adjust_drunk_effect(sqrt(volume) * booze_power * ALCOHOL_RATE * REM * seconds_per_tick * 0.25) // SKYRAT EDIT CHANGE - Alcohol Tolerance - Original: (sqrt(volume) * booze_power * ALCOHOL_RATE * REM * seconds_per_tick)
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if(boozepwr > 0)
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var/obj/item/organ/internal/liver/liver = drinker.get_organ_slot(ORGAN_SLOT_LIVER)
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var/heavy_drinker_multiplier = (HAS_TRAIT(drinker, TRAIT_HEAVY_DRINKER) ? 0.5 : 1)
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if (istype(liver))
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liver.apply_organ_damage(((max(sqrt(volume) * (boozepwr ** ALCOHOL_EXPONENT) * liver.alcohol_tolerance * seconds_per_tick, 0))/300)) // SKYRAT EDIT CHANGE - Alcohol Tolerance - Original: (((max(sqrt(volume) * (boozepwr ** ALCOHOL_EXPONENT) * liver.alcohol_tolerance * seconds_per_tick, 0))/150))
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liver.apply_organ_damage(((max(sqrt(volume) * (boozepwr ** ALCOHOL_EXPONENT) * liver.alcohol_tolerance * heavy_drinker_multiplier * seconds_per_tick, 0))/300)) // SKYRAT EDIT CHANGE - Alcohol Tolerance - Original: (((max(sqrt(volume) * (boozepwr ** ALCOHOL_EXPONENT) * liver.alcohol_tolerance * heavy_drinker_multiplier * seconds_per_tick, 0))/150))
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return ..()
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/datum/reagent/consumable/ethanol/expose_obj(obj/exposed_obj, reac_volume)
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@@ -4,6 +4,18 @@
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//Functionally identical to regular drinks. The only difference is that the default bottle size is 100. - Darem
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//Bottles now knockdown and break when smashed on people's heads. - Giacom
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/// Initializes GLOB.alcohol_containers, only containers that actually have reagents are added to the list.
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/proc/init_alcohol_containers()
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var/list/containers = subtypesof(/obj/item/reagent_containers/cup/glass/bottle)
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for(var/typepath in containers)
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containers -= typepath
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var/obj/item/reagent_containers/cup/glass/bottle/instance = new typepath
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if(!length(instance.list_reagents))
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qdel(instance)
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continue
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containers[typepath] = instance
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return containers
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/obj/item/reagent_containers/cup/glass/bottle
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name = "glass bottle"
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desc = "This blank bottle is unyieldingly anonymous, offering no clues to its contents."
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