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fix
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@@ -144,6 +144,8 @@ Difficulty: Medium
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wander = TRUE
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transform_weapon()
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INVOKE_ASYNC(src, .proc/quick_attack_loop)
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if(HAS_TRAIT(target, TRAIT_CURSED_BLOOD))
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say(pick("Hunter, you must accept your death, be freed from the night.","The night, and the dream, were long...","Beasts all over the shop... You'll be one of them, sooner or later...","The night blocks all sight..."))
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/OpenFire()
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Goto(target, move_to_delay, minimum_distance)
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@@ -248,6 +248,18 @@
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"You can't save him. Nothing can save him now", "It seems that Nar'Sie will triumph after all")].</span>")
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if("emote")
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M.visible_message("<span class='warning'>[M] [pick("whimpers quietly", "shivers as though cold", "glances around in paranoia")].</span>")
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else if(HAS_TRAIT(M, TRAIT_CURSED_BLOOD) && prob(12))
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M.say(pick("Somebody help me...","Unshackle me please...","Anybody... I've had enough of this dream...","The night blocks all sight...","Oh, somebody, please..."), forced = "holy water")
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if(prob(10))
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M.visible_message("<span class='danger'>[M] starts having a seizure!</span>", "<span class='userdanger'>You have a seizure!</span>")
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M.Unconscious(120)
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to_chat(M, "<span class='cultlarge'>[pick("The moon is close. It will be a long hunt tonight.", "Ludwig, why have you forsaken me?", \
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"The night is near its end...", "Fear the blood...")]</span>")
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if(prob(25)) //Prob of a prob.. Shouldn't happen too often but hey, that's what you get.
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M.IgniteMob()
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else
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M.adjustToxLoss(1, 0)
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M.adjustFireLoss(1, 0)
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if(data >= 60) // 30 units, 135 seconds
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if(iscultist(M, FALSE, TRUE) || is_servant_of_ratvar(M, FALSE, TRUE))
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if(iscultist(M))
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@@ -304,20 +316,28 @@
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holder.remove_reagent(id, 1)
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return TRUE
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/datum/reagent/hellwater //if someone has this in their system they've really pissed off an eldrich god
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/datum/reagent/hellwater //if someone has this in their system they've really pissed off an eldritch god
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name = "Hell Water"
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id = "hell_water"
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description = "YOUR FLESH! IT BURNS!"
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taste_description = "burning"
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/datum/reagent/hellwater/on_mob_life(mob/living/carbon/M)
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M.fire_stacks = min(5,M.fire_stacks + 3)
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M.IgniteMob() //Only problem with igniting people is currently the commonly availible fire suits make you immune to being on fire
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M.adjustToxLoss(1, 0)
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M.adjustFireLoss(1, 0) //Hence the other damages... ain't I a bastard?
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 150)
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holder.remove_reagent(id, 1)
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pH = 0.1
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if(HAS_TRAIT(M, TRAIT_CURSED_BLOOD))
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M.adjustToxLoss(-0.75*REM, 0)
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M.adjustOxyLoss(-0.75*REM, 0)
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M.adjustBruteLoss(-0.75*REM, 0)
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M.adjustFireLoss(-0.75*REM, 0)
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M.ExtinguishMob()
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holder.remove_reagent(id, 1)
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else
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M.fire_stacks = min(5,M.fire_stacks + 3)
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M.IgniteMob() //Only problem with igniting people is currently the commonly availible fire suits make you immune to being on fire
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M.adjustToxLoss(1, 0)
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M.adjustFireLoss(1, 0) //Hence the other damages... ain't I a bastard?
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 150)
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holder.remove_reagent(id, 1)
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pH = 0.1
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/datum/reagent/fuel/holyoil //Its oil
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name = "Zelus Oil"
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