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https://github.com/KabKebab/GS13.git
synced 2026-08-23 04:56:23 +01:00
agonyyyy
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@@ -81,33 +81,55 @@
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icon_state = "asleep"
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//TASER
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/datum/status_effect/electrode
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id = "tased"
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/datum/status_effect/no_combat_mode/
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id = "no_combat_mode"
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blocks_combatmode = TRUE
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status_type = STATUS_EFFECT_REPLACE
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alert_type = null
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status_type = STATUS_EFFECT_REPLACE
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/datum/status_effect/electrode/on_creation(mob/living/new_owner, set_duration)
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/datum/status_effect/no_combat_mode/on_creation(mob/living/new_owner, set_duration)
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if(isnum(set_duration))
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duration = set_duration
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. = ..()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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if(C.combatmode)
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C.toggle_combat_mode(TRUE)
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/datum/status_effect/no_combat_mode/mesmerize
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id = "Mesmerize"
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alert_type = /obj/screen/alert/status_effect/mesmerized
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/obj/screen/alert/status_effect/mesmerized
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name = "Mesmerized"
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desc = "You cant tear your sight from who is in front of you...Their gaze is simply too enthralling.."
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icon = 'icons/mob/actions/bloodsucker.dmi'
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icon_state = "power_mez"
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/datum/status_effect/no_combat_mode/electrode
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id = "tased"
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/datum/status_effect/no_combat_mode/electrode/on_creation(mob/living/new_owner, set_duration)
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if(isnum(set_duration)) //TODO, figure out how to grab from subtype
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duration = set_duration
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. = ..()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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if(C.combatmode)
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C.toggle_combat_mode(TRUE)
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C.add_movespeed_modifier(MOVESPEED_ID_TASED_STATUS, TRUE, override = TRUE, multiplicative_slowdown = 8)
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/datum/status_effect/electrode/on_remove()
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/datum/status_effect/no_combat_mode/electrode/on_remove()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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C.remove_movespeed_modifier(MOVESPEED_ID_TASED_STATUS)
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. = ..()
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/datum/status_effect/electrode/tick()
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/datum/status_effect/no_combat_mode/electrode/tick()
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if(owner)
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owner.adjustStaminaLoss(5) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
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/datum/status_effect/electrode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
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/datum/status_effect/no_combat_mode/electrode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
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return 2
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//STASIS
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@@ -698,4 +720,4 @@ datum/status_effect/pacify
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/obj/screen/alert/status_effect/dna_melt
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name = "Genetic Breakdown"
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desc = "I don't feel so good. Your body can't handle the mutations! You have one minute to remove your mutations, or you will be met with a horrible fate."
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icon_state = "dna_melt"
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icon_state = "dna_melt"
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