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Anomalous Weather Part 1 (#8488)
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@@ -173,7 +173,7 @@
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/datum/weather
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/datum/weather
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var/name = "weather base"
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var/name = "weather base"
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var/icon = 'icons/effects/weather.dmi'
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var/icon = 'modular_chomp/icons/effects/weather.dmi' //ChompEDIT: I am making custom weather and I am not touching upstream.
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var/icon_state = null // Icon to apply to turf undergoing weather.
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var/icon_state = null // Icon to apply to turf undergoing weather.
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var/temp_high = T20C // Temperature to apply when at noon.
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var/temp_high = T20C // Temperature to apply when at noon.
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var/temp_low = T0C // Temperature to apply when at midnight.
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var/temp_low = T0C // Temperature to apply when at midnight.
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@@ -1,3 +1,29 @@
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//Sif defines
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/datum/weather_holder/sif
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temperature = T0C
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allowed_weather_types = list(
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WEATHER_CLEAR = new /datum/weather/sif/clear(),
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WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
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WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
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WEATHER_SNOW = new /datum/weather/sif/snow(),
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WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
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WEATHER_RAIN = new /datum/weather/sif/rain(),
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WEATHER_STORM = new /datum/weather/sif/storm(),
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WEATHER_HAIL = new /datum/weather/sif/hail(),
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WEATHER_FOG = new /datum/weather/sif/fog(),
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WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon(),
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WEATHER_EMBERFALL = new /datum/weather/sif/emberfall(),
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WEATHER_ASH_STORM = new /datum/weather/sif/ash_storm(),
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WEATHER_FALLOUT = new /datum/weather/sif/fallout(),
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WEATHER_FALLOUT_TEMP = new /datum/weather/sif/fallout/temp(),
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WEATHER_CONFETTI = new /datum/weather/sif/confetti(),
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WEATHER_EERIE_WIND = new /datum/weather/sif/eeriewind(),
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WEATHER_SANDSTORM = new /datum/weather/sif/sandstorm(),
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WEATHER_TOXIN_RAIN = new /datum/weather/sif/toxinrain(),
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WEATHER_STARRY_RIFT = new /datum/weather/sif/starryrift(),
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WEATHER_MIDNIGHT_FOG = new /datum/weather/sif/midnightfog()
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)
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//Weather
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/datum/weather/sif/fog
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/datum/weather/sif/fog
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name = "fog"
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name = "fog"
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icon_state = "fog"
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icon_state = "fog"
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@@ -9,11 +35,12 @@
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temp_low = 263.15 // -10c
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temp_low = 263.15 // -10c
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transition_chances = list(
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transition_chances = list(
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WEATHER_FOG = 35,
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WEATHER_FOG = 30,
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WEATHER_CLEAR = 35,
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WEATHER_CLEAR = 35,
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WEATHER_OVERCAST = 15,
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WEATHER_OVERCAST = 15,
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WEATHER_LIGHT_SNOW = 10,
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WEATHER_LIGHT_SNOW = 10,
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WEATHER_RAIN = 5
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WEATHER_RAIN = 5,
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WEATHER_EERIE_WIND = 5
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)
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)
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/datum/weather/sif/fallout/temp //fixys firework stars
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/datum/weather/sif/fallout/temp //fixys firework stars
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@@ -42,3 +69,177 @@
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"Suddenly, colorful confetti starts raining from the sky."
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"Suddenly, colorful confetti starts raining from the sky."
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)
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)
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imminent_transition_message = "A rain is starting... A rain of confetti...?"
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imminent_transition_message = "A rain is starting... A rain of confetti...?"
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/datum/weather/sif/blizzard
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name = "blizzard"
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icon_state = "snowfall_heavy"
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temp_high = 243.15 // -30c
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temp_low = 233.15 // -40c
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wind_high = 4
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wind_low = 2
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light_modifier = 0.3
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flight_failure_modifier = 10
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transition_chances = list(
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WEATHER_SNOW = 40,
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WEATHER_BLIZZARD = 40,
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5,
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WEATHER_EERIE_WIND = 5
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)
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//Anomalous Weather
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/datum/weather/sif/eeriewind
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name = "breezy winds"
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transition_chances = list(
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WEATHER_SANDSTORM = 25,
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WEATHER_TOXIN_RAIN = 25,
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WEATHER_STARRY_RIFT = 25,
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WEATHER_MIDNIGHT_FOG = 25
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)
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/datum/weather/sif/toxinrain //wanted phoron but explosions come with phoron
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name = "toxic rain"
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icon_state = "toxic_rain"
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//light_modifier = 0.7
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temp_high = 283.15
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temp_low = 303.15
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transition_chances = list(
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WEATHER_OVERCAST = 100
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)
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/datum/weather/sif/toxinrain/process_effects()
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..()
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for(var/mob/living/carbon/H as anything in human_mob_list)
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if(H?.z in holder.our_planet.expected_z_levels) // CHOMPedit Add a check that L has to be valid and not null
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var/turf/T = get_turf(H)
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if(!T.is_outdoors())
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continue
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var/obj/item/weapon/melee/umbrella/U = H.get_active_hand()
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if(!istype(U) || !U.open)
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U = H.get_inactive_hand()
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if(istype(U) && U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Rain patters onto your umbrella.</span>")
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continue
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = H.run_armor_check(target_zone, "bio")
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var/amount_soaked = H.get_armor_soak(target_zone, "bio")
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var/damage = rand(1,5)
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if(amount_blocked >= 40)
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continue
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if(amount_soaked >= damage)
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continue // No need to apply damage.
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H.apply_damage(damage, BURN, target_zone, amount_blocked, amount_soaked, used_weapon = "acidic rain")
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if(show_message)
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to_chat(H, effect_message)
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/datum/weather/sif/sandstorm
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icon_state = "sandstorm"
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temp_high = 313.15
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temp_low = 333.15
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transition_chances = list(
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WEATHER_OVERCAST = 100
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)
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/datum/weather/sif/sandstorm/process_effects()
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..()
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for(var/mob/living/carbon/H as anything in human_mob_list)
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if(H?.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(H)
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if(!T.is_outdoors())
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continue
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = H.run_armor_check(target_zone, "melee")
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var/amount_soaked = H.get_armor_soak(target_zone, "melee")
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var/damage = rand(1,2)
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if(amount_blocked >= 10)
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continue
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if(amount_soaked >= damage)
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continue // No need to apply damage.
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H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "sand")
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if(show_message)
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to_chat(H, effect_message)
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//datum/weather/sif/stupidbrainwantingthingsinfives
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/datum/weather/sif/starryrift
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icon_state = "starry_night"
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light_modifier = 1.5
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temp_high = 323.15
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temp_low = 343.15
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transition_chances = list(
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WEATHER_OVERCAST = 100
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)
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/datum/weather/sif/starryrift/process_effects()
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..()
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for(var/mob/living/carbon/H as anything in human_mob_list)
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if(H?.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(H)
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if(!T.is_outdoors())
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continue
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H.add_modifier(/datum/modifier/starrynight_boon, 1 SECONDS, src)
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/datum/modifier/starrynight_boon
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name = "Starry Night"
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desc = "You feel serene and well rested."
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stacks = MODIFIER_STACK_EXTEND
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incoming_healing_percent = 2
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/*
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/datum/modifier/starrynight_boon/tick() Wanna have this and it's counter part mess with kin but brain says noto figuring out how lol
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holder.shadekin_adjust_energy(-3)
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*/
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/datum/modifier/midnightfog_boon
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name = "Midnight Fog"
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desc = "You feel not fully there."
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stacks = MODIFIER_STACK_EXTEND
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bleeding_rate_percent = 2 //It desires you
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evasion = 10 //Worlds bend and meld. Small chance you aren't where you appear to be
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/*
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/datum/modifier/midnightfog_boon/tick()
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holder.shadekin_adjust_energy(3)
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*/
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/datum/weather/sif/midnightfog
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icon_state = "midnight_fog"
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light_modifier = 0.3
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temp_high = 303.15
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temp_low = 323.15
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transition_chances = list(
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WEATHER_OVERCAST = 100
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)
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/datum/weather/sif/midnightfog/process_effects()
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..()
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for(var/mob/living/carbon/H as anything in human_mob_list)
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if(H?.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(H)
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if(!T.is_outdoors())
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continue
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H.add_modifier(/datum/modifier/midnightfog_boon, 1 SECONDS, src)
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BIN
modular_chomp/icons/effects/weather.dmi
Normal file
BIN
modular_chomp/icons/effects/weather.dmi
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Binary file not shown.
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