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Changes "Water Breather" to "Aquatic" and reworks the trait to make it more vore-centric
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33
code/modules/mob/_modifiers/modifiers_vr.dm
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33
code/modules/mob/_modifiers/modifiers_vr.dm
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/datum/modifier/underwater_stealth
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name = "underwater stealth"
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desc = "You are currently underwater, rendering it more difficult to see you and enabling you to move quicker, thanks to your aquatic nature."
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on_created_text = "<span class='warning'>You sink under the water.</span>"
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on_expired_text = "<span class='notice'>You come out from the water.</span>"
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stacks = MODIFIER_STACK_FORBID
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slowdown = -1.5 //A bit faster when actually submerged fully in water, as you're not waddling through it.
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siemens_coefficient = 1.5 //You are, however, underwater. Getting shocked will hurt.
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outgoing_melee_damage_percent = 0.75 //You are swinging a sword under water...Good luck.
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accuracy = -50 //You're underwater. Good luck shooting a gun. (Makes shots as if you were 3.33 tiles further.)
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evasion = 30 //You're underwater and a bit harder to hit.
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/datum/modifier/underwater_stealth/on_applied()
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holder.alpha = 50
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return
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/datum/modifier/underwater_stealth/on_expire()
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holder.alpha = 255
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return
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/datum/modifier/underwater_stealth/tick()
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if(holder.stat == DEAD)
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expire(silent = TRUE) //If you're dead you float to the top.
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if(istype(holder.loc, /turf/simulated/floor/water))
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var/turf/simulated/floor/water/water_floor = holder.loc
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if(water_floor.depth < 1) //You're not in deep enough water anymore.
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expire(silent = FALSE)
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else
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expire(silent = FALSE)
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