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https://github.com/Bubberstation/Bubberstation.git
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Admin items
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@@ -411,3 +411,28 @@
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if(src == user.get_active_hand()) //update inhands
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user.update_inv_l_hand()
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user.update_inv_r_hand()
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//GREY TIDE
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/obj/item/weapon/twohanded/spear/grey_tide
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icon_state = "spearglass0"
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name = "\improper Grey Tide"
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desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
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force_unwielded = 15
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force_wielded = 25
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throwforce = 20
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throw_speed = 4
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attack_verb = list("gored")
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var/list/spear_owners = list()
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/obj/item/weapon/twohanded/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
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..()
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if(!(user in spear_owners))
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user.faction += "greytide([rand(1, 1000)])"
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spear_owners += user
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if(istype(AM, /mob/living))
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var/mob/living/L = AM
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if(!L.stat && prob(50))
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var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
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M.faction = user.faction
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M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
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M.GiveTarget(L)
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@@ -200,10 +200,6 @@
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return 0
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/obj/item/clothing/suit/armor/reactive/stealth
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name = "reactive stealth armor"
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@@ -221,10 +217,21 @@
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owner.alpha = initial(owner.alpha)
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return 1
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/obj/item/clothing/suit/armor/reactive/tesla
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name = "reactive tesla armor"
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/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, attack_text)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out arcs of lightning!</span>")
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for(var/mob/living/M in view(6, owner))
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if(M == owner)
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continue
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owner.Beam(M,icon_state="purple_lightning",icon='icons/effects/effects.dmi',time=5)
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M.adjustFireLoss(25)
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playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
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return 1
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//All of the armor below is mostly unused
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@@ -8,12 +8,14 @@
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melee_damage_lower = 5
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melee_damage_upper = 5
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a_intent = "harm"
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attacktext = "gores"
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maxHealth = 100
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health = 100
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speed = 0
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faction = list("illusion")
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var/life_span = INFINITY //how long until they despawn
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var/mob/living/parent_mob
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var/multiply_chance = 0 //if we multiply on hit
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/mob/living/simple_animal/hostile/illusion/Life()
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@@ -22,11 +24,15 @@
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death()
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/mob/living/simple_animal/hostile/illusion/proc/Copy_Parent(mob/living/original, life = 50)
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/mob/living/simple_animal/hostile/illusion/proc/Copy_Parent(mob/living/original, life = 50, health = 100, damage = 0, replicate = 0 )
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appearance = original.appearance
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parent_mob = original
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dir = original.dir
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life_span = world.time+life //5 seconds
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life_span = world.time+life
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melee_damage_lower = damage
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melee_damage_upper = damage
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multiply_chance = replicate
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faction -= "neutral"
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/mob/living/simple_animal/hostile/illusion/death()
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@@ -42,6 +48,17 @@
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return ..()
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/mob/living/simple_animal/hostile/illusion/AttackingTarget()
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..()
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if(istype(target, /mob/living) && prob(multiply_chance))
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var/mob/living/L = target
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if(L.stat == DEAD)
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return
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var/mob/living/simple_animal/hostile/illusion/M = new(loc)
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M.faction = faction
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M.Copy_Parent(parent_mob, life_span, health/2, melee_damage_upper, multiply_chance/2)
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M.GiveTarget(L)
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///////Actual Types/////////
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/mob/living/simple_animal/hostile/illusion/escape
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