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[MIRROR] The Curse Of The Slot Machine - Now Clone-less [MDB IGNORE] (#23380)
* The Curse Of The Slot Machine - Now Clone-less * The copy paste really needs to be gutted to the essentials * Update burns.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
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@@ -205,3 +205,4 @@
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/atom/movable/screen/alert/status_effect/Destroy()
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attached_effect = null //Don't keep a ref now
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return ..()
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@@ -0,0 +1,193 @@
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#define DEFAULT_MAX_CURSE_COUNT 5
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/// Status effect that gives the target miscellanous debuffs while throwing a status alert and causing them to smoke from the damage they're incurring.
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/// Purposebuilt for cursed slot machines.
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/datum/status_effect/grouped/cursed
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id = "cursed"
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alert_type = /atom/movable/screen/alert/status_effect/cursed
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/// The max number of curses a target can incur with this status effect.
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var/max_curse_count = DEFAULT_MAX_CURSE_COUNT
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/// The amount of times we have been "applied" to the target.
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var/curse_count = 0
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/// Raw probability we have to deal damage this tick.
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var/damage_chance = 10
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/// Are we currently in the process of sending a monologue?
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var/monologuing = FALSE
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/// The hand we are branded to.
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var/obj/item/bodypart/branded_hand = null
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/// The cached path of the particles we're using to smoke
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var/smoke_path = null
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/datum/status_effect/grouped/cursed/on_apply()
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RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(on_stat_changed))
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RegisterSignal(owner, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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RegisterSignal(owner, COMSIG_CURSED_SLOT_MACHINE_USE, PROC_REF(check_curses))
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RegisterSignal(owner, COMSIG_CURSED_SLOT_MACHINE_LOST, PROC_REF(update_curse_count))
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RegisterSignal(SSdcs, COMSIG_GLOB_CURSED_SLOT_MACHINE_WON, PROC_REF(clear_curses))
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return ..()
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/datum/status_effect/grouped/cursed/Destroy()
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UnregisterSignal(SSdcs, COMSIG_GLOB_CURSED_SLOT_MACHINE_WON)
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branded_hand = null
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return ..()
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/// Checks the number of curses we have and returns information back to the slot machine. `max_curse_amount` is set by the slot machine itself.
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/datum/status_effect/grouped/cursed/proc/check_curses(max_curse_amount)
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SIGNAL_HANDLER
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if(curse_count >= max_curse_amount)
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return SLOT_MACHINE_USE_CANCEL
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if(monologuing)
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to_chat(owner, span_warning("Your arm is resisting your attempts to pull the lever!")) // listening to kitschy monologues to postpone your powergaming is the true curse here.
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return SLOT_MACHINE_USE_POSTPONE
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/// Handles the debuffs of this status effect and incrementing the number of curses we have.
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/datum/status_effect/grouped/cursed/proc/update_curse_count()
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SIGNAL_HANDLER
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curse_count++
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linked_alert?.update_appearance() // we may have not initialized it yet
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addtimer(CALLBACK(src, PROC_REF(handle_after_effects), 1 SECONDS)) // give it a second to let the failure sink in before we exact our toll
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/// Makes a nice lorey message about the curse level we're at. I think it's nice
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/datum/status_effect/grouped/cursed/proc/handle_after_effects()
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if(QDELETED(src))
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return
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monologuing = TRUE
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var/list/messages = list()
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switch(curse_count)
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if(1) // basically your first is a "freebie" that will still require urgent medical attention and will leave you smoking forever but could be worse tbh
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if(ishuman(owner))
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var/mob/living/carbon/human/human_owner = owner
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playsound(human_owner, SFX_SEAR, 50, TRUE)
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var/obj/item/bodypart/affecting = human_owner.get_active_hand()
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branded_hand = affecting
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affecting.force_wound_upwards(/datum/wound/burn/severe/cursed_brand, wound_source = "curse of the slot machine")
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messages += span_boldwarning("Your hand burns, and you quickly let go of the lever! You feel a little sick as the nerves deaden in your hand...")
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messages += span_boldwarning("Some smoke appears to be coming out of your hand now, but it's not too bad...")
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messages += span_boldwarning("Fucking stupid machine.")
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if(2)
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messages += span_boldwarning("The machine didn't burn you this time, it must be some arcane work of the brand recognizing a source...")
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messages += span_boldwarning("Blisters and boils start to appear over your skin. Each one hissing searing hot steam out of its own pocket...")
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messages += span_boldwarning("You understand that the machine tortures you with its simplistic allure. It can kill you at any moment, but it derives a sick satisfaction at forcing you to keep going.")
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messages += span_boldwarning("If you could get away from here, you might be able to live with some medical supplies. Is it too late to stop now?")
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messages += span_boldwarning("As you shut your eyes to dwell on this conundrum, the brand surges in pain. You shudder to think what might happen if you go unconscious.")
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if(3)
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owner.emote("cough")
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messages += span_boldwarning("Your throat becomes to feel like it's slowly caking up with sand and dust. You eject the contents of the back of your throat onto your sleeve.")
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messages += span_boldwarning("It is sand. Crimson red. You've never felt so thirsty in your life, yet you don't trust your own hand to carry the glass to your lips.")
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messages += span_boldwarning("You get the sneaking feeling that if someone else were to win, that it might clear your curse too. Saving your life is a noble cause.")
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messages += span_boldwarning("Of course, you might have to not speak on the nature of this machine, in case they scamper off to leave you to die.")
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messages += span_boldwarning("Is it truly worth it to condemn someone to this fate to cure the manifestation of your own hedonistic urges? You'll have to decide quickly.")
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if(4)
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messages += span_boldwarning("A migraine swells over your head as your thoughts become hazy. Your hand desperately inches closer towards the slot machine for one final pull...")
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messages += span_boldwarning("The ultimate test of mind over matter. You can jerk your own muscle back in order to prevent a terrible fate, but your life already is worth so little now.")
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messages += span_boldwarning("This is what they want, is it not? To witness your failure against itself? The compulsion carries you forward as a sinking feeling of dread fills your stomach.")
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messages += span_boldwarning("Paradoxically, where there is hopelessness, there is elation. Elation at the fact that there's still enough power in you for one more pull.")
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messages += span_boldwarning("Your legs desperate wish to jolt away on the thought of running away from this wretched machination, but your own arm remains complacent in the thought of seeing spinning wheels.")
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messages += span_userdanger("The toll has already been exacted. There is no longer death on 'your' terms. Is your dignity worth more than your life?")
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if(5 to INFINITY)
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if(max_curse_count != DEFAULT_MAX_CURSE_COUNT) // this probably will only happen through admin schenanigans letting people stack up infinite curses or something
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to_chat(owner, span_boldwarning("Do you <i>still</i> think you're in control?"))
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return
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to_chat(owner, span_userdanger("Why couldn't I get one more try?!"))
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owner.investigate_log("has been gibbed by the cursed status effect after accumulating [curse_count] curses.", INVESTIGATE_DEATHS)
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owner.gib()
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qdel(src)
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return
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for(var/message in messages)
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to_chat(owner, message)
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sleep(1.5 SECONDS) // yes yes a bit fast but it can be a lot of text and i want the whole thing to send before the cooldown on the slot machine might expire
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monologuing = FALSE
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/// Cleans ourselves up and removes our curses. Meant to be done in a "positive" way, when the curse is broken. Directly use qdel otherwise.
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/datum/status_effect/grouped/cursed/proc/clear_curses()
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SIGNAL_HANDLER
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if(!isnull(branded_hand))
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var/datum/wound/brand = branded_hand.get_wound_type(/datum/wound/burn/severe/cursed_brand)
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brand?.remove_wound()
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owner.visible_message(
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span_notice("The smoke slowly clears from [owner.name]..."),
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span_notice("Your skin finally settles down and your throat no longer feels as dry... The brand disappearing confirms that the curse has been lifted."),
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)
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QDEL_NULL(particle_effect)
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qdel(src)
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/// If our owner's stat changes, rapidly surge the damage chance.
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/datum/status_effect/grouped/cursed/proc/on_stat_changed()
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SIGNAL_HANDLER
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if(owner.stat == CONSCIOUS || owner.stat == DEAD) // reset on these two states
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damage_chance = initial(damage_chance)
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return
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to_chat(owner, span_userdanger("As your body crumbles, you feel the curse of the slot machine surge through your body!"))
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damage_chance += 75 //ruh roh raggy
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/// If our owner dies without getting gibbed (as in of other causes), stop smoking because we've "expended all the life energy".
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/datum/status_effect/grouped/cursed/proc/on_death(mob/living/source, gibbed)
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SIGNAL_HANDLER
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if(gibbed)
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return
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QDEL_NULL(particle_effect)
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/datum/status_effect/grouped/cursed/update_particles()
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var/particle_path = /particles/smoke/steam/mild
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switch(curse_count)
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if(2 to 3)
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particle_path = /particles/smoke/steam
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if(4 to INFINITY)
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particle_path = /particles/smoke/steam/bad
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if(smoke_path == particle_path)
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return
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QDEL_NULL(particle_effect)
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smoke_path = particle_path
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particle_effect = new(owner, particle_path)
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/datum/status_effect/grouped/cursed/tick(seconds_between_ticks)
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if(curse_count <= 1)
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return // you get one "freebie" (single damage) to nudge you into thinking this is a bad idea before the house begins to win.
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// the house won.
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var/ticked_coefficient = (rand(15, 40) / 100)
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var/effective_percentile_chance = ((curse_count == 2 ? 1 : curse_count) * damage_chance * ticked_coefficient)
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if(SPT_PROB(effective_percentile_chance, seconds_between_ticks))
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owner.apply_damages(
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brute = (curse_count * ticked_coefficient),
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burn = (curse_count * ticked_coefficient),
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oxy = (curse_count * ticked_coefficient),
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)
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/atom/movable/screen/alert/status_effect/cursed
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name = "Cursed!"
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desc = "The brand on your hand reminds you of your greed, yet you seem to be okay otherwise."
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icon_state = "cursed_by_slots"
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/atom/movable/screen/alert/status_effect/cursed/update_desc()
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. = ..()
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var/datum/status_effect/grouped/cursed/linked_effect = attached_effect
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var/curses = linked_effect.curse_count
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switch(curses)
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if(2)
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desc = "Your greed is catching up to you..."
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if(3)
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desc = "You really don't feel good right now... But why stop now?"
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if(4 to INFINITY)
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desc = "Real winners quit before they reach the ultimate prize."
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#undef DEFAULT_MAX_CURSE_COUNT
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@@ -315,4 +315,14 @@
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desc = "Patient is suffering extreme burns from a strange brand marking, creating serious risk of infection and greatly reduced limb integrity."
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examine_desc = "appears to have holy symbols painfully branded into their flesh, leaving severe burns."
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occur_text = "chars rapidly into a strange pattern of holy symbols, burned into the flesh."
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/// special severe wound caused by the cursed slot machine.
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/datum/wound/burn/severe/cursed_brand
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name = "Ancient Brand"
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desc = "Patient is suffering extreme burns with oddly ornate brand markings, creating serious risk of infection and greatly reduced limb integrity."
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examine_desc = "appears to have ornate symbols painfully branded into their flesh, leaving severe burns"
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occur_text = "chars rapidly into a pattern that can only be described as an agglomeration of several financial symbols, burned into the flesh"
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/datum/wound/burn/severe/cursed_brand/get_limb_examine_description()
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return span_warning("The flesh on this limb has several ornate symbols burned into it, with pitting throughout.")
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*/
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