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Adds modular changeling. Modular changeling means changelings now purchase the powers they want. Adds a few new powers as well as a framework for easily adding new ones.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3308 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -211,6 +211,9 @@
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if (!src.client)
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msg += "[t_He] [t_has] a vacant, braindead stare...\n"
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if (src.digitalcamo)
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msg += "[t_He] looks replusingly uncanny!\n"
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msg += "*---------*</span>"
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usr << msg
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@@ -1096,7 +1096,7 @@
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handle_changeling()
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if (mind)
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if (mind.special_role == "Changeling" && changeling)
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changeling.chem_charges = between(0, (max((0.9 - (changeling.chem_charges / 50)), 0.1) + changeling.chem_charges), 50)
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changeling.chem_charges = between(0, ((max((0.9 - (changeling.chem_charges / 50)), 0.1)*changeling.chem_recharge_multiplier) + changeling.chem_charges), changeling.chem_storage)
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if ((changeling.geneticdamage > 0))
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changeling.geneticdamage = changeling.geneticdamage-1
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@@ -31,6 +31,9 @@
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msg += "It isn't responding to anything around it; it seems to be asleep.\n"
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msg += "</span>"
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if (src.digitalcamo)
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msg += "It looks replusingly uncanny!\n"
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msg += "*---------*</span>"
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usr << msg
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@@ -629,6 +629,6 @@
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handle_changeling()
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if (mind)
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if (mind.special_role == "Changeling" && changeling)
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changeling.chem_charges = between(0, (max((0.9 - (changeling.chem_charges / 50)), 0.1) + changeling.chem_charges), 50)
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changeling.chem_charges = between(0, ((max((0.9 - (changeling.chem_charges / 50)), 0.1)*changeling.chem_recharge_multiplier) + changeling.chem_charges), changeling.chem_storage)
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if ((changeling.geneticdamage > 0))
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changeling.geneticdamage = changeling.geneticdamage-1
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@@ -213,6 +213,9 @@
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//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
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var/obj/effect/proc_holder/spell/list/spell_list = list()
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//Changlings, but can be used in other modes
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var/obj/effect/proc_holder/changpower/list/power_list = list()
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//List of active diseases
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var/viruses = list() // replaces var/datum/disease/virus
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@@ -263,4 +266,6 @@ the mob is also allowed to move without any sort of restriction. For instance, i
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var/canweaken = 1 // determines if this mob can be weakened/knocked down by things
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var/nopush = 0 //Can they be shoved?
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var/area/lastarea = null
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var/area/lastarea = null
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var/digitalcamo = 0 // Can they be tracked by the AI?
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