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-Vent crawling mobs will trigger the area's Enter, which will fix turrets not targeting mobs vent crawling into the AI chamber/upload.
-Fixed turrets shooting over mobs, when they're lying down. -Monkey boxes will now contain 5 monkeys. -Decreased the amount of EMP grenades to the initial 5. -Added several more symptoms. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4993 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -204,7 +204,7 @@ var/list/archive_diseases = list()
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// Will generate a random cure, the less resistance the symptoms have, the harder the cure.
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/datum/disease/advance/proc/GenerateCure(var/list/properties = list())
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if(properties && properties.len)
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var/res = max(properties["resistance"] - symptoms.len, 1)
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var/res = max(properties["resistance"] - symptoms.len, 0)
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//world << "Res = [res]"
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switch(res)
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// Due to complications, I cannot randomly generate cures or randomly give cures.
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35
code/datums/diseases/advance/symptoms/hallucigen.dm
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35
code/datums/diseases/advance/symptoms/hallucigen.dm
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@@ -0,0 +1,35 @@
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/*
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//////////////////////////////////////
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Hallucigen
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Very noticable.
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Lowers resistance considerably.
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Decreases stage speed.
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Critical Level.
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Bonus
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Makes the affected mob be hallucinated for short periods of time.
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//////////////////////////////////////
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*/
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/datum/symptom/hallucigen
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name = "Hallucigen"
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stealth = -2
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resistance = -3
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stage_speed = -3
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level = 5
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/datum/symptom/hallucigen/Activate(var/datum/disease/advance/A)
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..()
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if(prob(SYMPTOM_ACTIVATION_PROB))
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var/mob/living/carbon/M = A.affected_mob
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switch(A.stage)
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if(1, 2, 3, 4)
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M << "<span class='notice'>[pick("You notice someone in the corner of your eye.", "Is that footsteps?.")]</span>"
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else
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M.hallucination += 5
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return
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112
code/datums/diseases/advance/symptoms/weight.dm
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112
code/datums/diseases/advance/symptoms/weight.dm
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@@ -0,0 +1,112 @@
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/*
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//////////////////////////////////////
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Weight Gain
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Very Very Noticable.
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Decreases resistance.
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Decreases stage speed..
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Intense Level.
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Bonus
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Increases the weight gain of the mob,
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forcing it to eventually turn fat.
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//////////////////////////////////////
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*/
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/datum/symptom/weight_gain
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name = "Weight Gain"
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stealth = -3
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resistance = -3
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stage_speed = -2
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level = 4
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/datum/symptom/weight_gain/Activate(var/datum/disease/advance/A)
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..()
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if(prob(SYMPTOM_ACTIVATION_PROB))
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var/mob/living/M = A.affected_mob
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switch(A.stage)
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if(1, 2, 3, 4)
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M << "<span class='notice'>[pick("You feel blubbery.", "You feel full.")]</span>"
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else
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M.overeatduration = min(M.overeatduration + 100, 600)
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M.nutrition = min(M.nutrition + 100, 500)
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return
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/*
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//////////////////////////////////////
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Weight Loss
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Very Very Noticable.
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Decreases resistance.
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Decreases stage speed.
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High level.
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Bonus
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Decreases the weight of the mob,
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forcing it to be skinny.
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//////////////////////////////////////
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*/
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/datum/symptom/weight_loss
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name = "Weight Loss"
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stealth = -3
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resistance = -2
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stage_speed = -2
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level = 3
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/datum/symptom/weight_loss/Activate(var/datum/disease/advance/A)
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..()
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if(prob(SYMPTOM_ACTIVATION_PROB))
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var/mob/living/M = A.affected_mob
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switch(A.stage)
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if(1, 2, 3, 4)
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M << "<span class='notice'>[pick("You feel hungry.", "You crave for food.")]</span>"
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else
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M.overeatduration = max(M.overeatduration - 100, 0)
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M.nutrition = max(M.nutrition - 100, 0)
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return
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/*
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//////////////////////////////////////
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Weight Even
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Very Noticable.
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Decreases resistance.
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Decreases stage speed.
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High level.
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Bonus
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Causes the weight of the mob to
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be even, meaning eating isn't
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required anymore.
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//////////////////////////////////////
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*/
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/datum/symptom/weight_even
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name = "Weight Even"
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stealth = -3
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resistance = -2
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stage_speed = -2
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level = 4
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/datum/symptom/weight_loss/Activate(var/datum/disease/advance/A)
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..()
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if(prob(SYMPTOM_ACTIVATION_PROB))
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var/mob/living/M = A.affected_mob
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switch(A.stage)
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if(5)
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M.overeatduration = 0
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M.nutrition = 400
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return
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@@ -224,7 +224,7 @@
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A = new /obj/item/projectile/bluetag( loc )
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if(6)
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A = new /obj/item/projectile/redtag( loc )
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A.original = target.loc
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A.original = target
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use_power(500)
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else
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A = new /obj/item/projectile/energy/electrode( loc )
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@@ -41,8 +41,6 @@
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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..()
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return
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@@ -22,7 +22,7 @@
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/obj/item/weapon/storage/monkeycube_box/New()
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..()
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new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
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for(var/i = 1; i <= 5; i++)
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new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
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return
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@@ -313,6 +313,9 @@
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target_vent = vent_found //travel back. No additional time required.
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src << "\red The vent you were heading to appears to be welded."
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loc = target_vent.loc
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var/area/new_area = get_area(loc)
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if(new_area)
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new_area.Entered(src)
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else
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src << "You need to remain still while entering a vent."
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