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https://github.com/ParadiseSS13/Paradise.git
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@@ -131,15 +131,16 @@ ________________________________________________________________________________
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//Now let's do the normal processing.
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if(s_coold) s_coold--//Checks for ability s_cooldown first.
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var/A = s_cost//s_cost is the default energy cost each ntick, usually 5.
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if(U.stat == 2)
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U << browse(null, "window=spideros")
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explosion(U.loc, 0, 1, 3, 4)
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del(n_gloves)
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del(n_shoes)
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del(n_mask)
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del(n_hood)
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U.gib()
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return
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if(!kamikaze)
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if(U.stat == 2)
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U << browse(null, "window=spideros")
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explosion(U.loc, 0, 1, 3, 4)
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del(n_gloves)
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del(n_shoes)
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del(n_mask)
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del(n_hood)
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U.gib()
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if(blade_check(U))//If there is a blade held in hand.
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A += s_acost
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if(s_active)//If stealth is active.
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@@ -696,6 +697,7 @@ ________________________________________________________________________________
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if(4)
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A << "Connection established and secured. Menu updated."
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U << "\red <b>W�r#nING</b>: #%@!!WȆ|_4�54@ \nUn�B88l3 T� L�-�o-L�CaT2 ##$!�RN�0..%.."
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_overrideninja // To stop AIs from overriding an overridden Ninja. -- Dave
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grant_AI_verbs()
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return
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sleep(s_delay)
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@@ -818,7 +820,7 @@ ________________________________________________________________________________
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var/mob/living/carbon/human/U = affecting
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var/mob/living/silicon/ai/A = AI
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if(A.laws != /datum/ai_laws/ninja_override)
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if(A.laws != new /datum/ai_laws/ninja_override && s_busy == 0)
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s_busy = 1
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for(var/i,i<6,i++)
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if(AI==A)
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@@ -1016,7 +1018,7 @@ ________________________________________________________________________________
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G.draining = 1
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if(target_type!="RESEARCH")//I lumped research downloading here for ease of use.
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if(target_type!="RESEARCH" && target_type!="HUMAN")//I lumped research downloading here for ease of use.
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U << "\blue Now charging battery..."
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switch(target_type)
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@@ -1199,6 +1201,31 @@ ________________________________________________________________________________
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else
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U << "\red The exosuit's battery has run dry. You must find another source of power."
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/*
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Experimenting with a wrist-mounted hypospray for delivering hallucigenics. Todo: Possibly make it only work on harm intent.
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-- Dave
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*/
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if("HUMAN")
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var/mob/living/carbon/human/A = target
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if(S.h_stings > 0)
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if(A != U) // Because it's bound to happen.
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S.h_stings -= 1
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A <<"\red You feel a tiny prick, something doesn't feel right..."
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U <<"\blue Hallucigen administered to [A], you have <b>[S.h_stings]</b> doses left."
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A.hallucination += 300
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else
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U <<"\red You think for a moment, and decide may not be wise to inject yourself."
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else
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U<<"\red You are out of stings!"
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if("CYBORG")
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var/mob/living/silicon/robot/A = target
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A << "\red Warning: Unauthorized access through sub-route 12, block C, detected."
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@@ -117,3 +117,7 @@
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drain("RESEARCH",A,suit)
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return 1
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if(istype(A,/mob/living/carbon/human))
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drain("HUMAN",A,suit)
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return 1
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@@ -53,6 +53,7 @@
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//Ability function variables.
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var/s_bombs = 10.0//Number of starting ninja smoke bombs.
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var/a_boost = 3.0//Number of adrenaline boosters.
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var/h_stings = 5.0// Experementing with a wrist-mounted hypospray for delivering various drugs. Right now I'm thinking hallucigenics.
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//Onboard AI related variables.
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var/mob/living/silicon/ai/AI//If there is an AI inside the suit.
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@@ -184,7 +184,7 @@
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stat("Chemical Storage", mind.changeling.chem_charges)
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stat("Genetic Damage Time", mind.changeling.geneticdamage)
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if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
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stat("Energy Charge", round(wear_suit:cell:charge/100))
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stat("Energy Charge", (wear_suit:cell:charge))
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/mob/living/carbon/human/ex_act(severity)
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@@ -520,7 +520,7 @@
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return
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if(M.client && M.mind)
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if(M.mind.special_role != "Wizard" || "Fake Wizard" || "Changeling" || "Cultist" || "Space Ninja")//Wizards, changelings, ninjas, and cultists are protected.
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if(M.mind.special_role != "Wizard" || "Fake Wizard" || "Changeling" || "Cultist" || "Ninja")//Wizards, changelings, ninjas, and cultists are protected.
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if( (istype(M, /mob/living/carbon/human)) || (istype(M, /mob/living/carbon/monkey)) && M.stat != 2)
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var/mob/living/carbon/human/H = M //so it does not freak out when looking at the variables.
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var/mob/living/carbon/human/U = src
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