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Ports TG cursed katana to replace our cursed katana. (#18757)
* Ports TG cursed katana to replace our cursed katana. * OH, IT'S JUST A SIMPLE NUMBERS GAME! * More changes / additions / removals * unneeded comments * more things * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/__HELPERS/lists.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/modules/mining/lavaland/necropolis_chests.dm Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * should have commited this too Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * Update code/game/gamemodes/wizard/spellbook.dm Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> * removes status, death signal, turf rename, return true * sprites my hated * Hal / steel requested changes * built in * quest 1/2 * Extra spacing / github instantly resolved status_effects and did not let me change it. Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
This commit is contained in:
co-authored by
Luc
Sirryan2002
Charlie
parent
f47101ecf4
commit
7d9213e0c2
@@ -55,7 +55,7 @@
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/datum/status_effect/shadow_mend
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id = "shadow_mend"
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duration = 30
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duration = 3 SECONDS
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alert_type = /obj/screen/alert/status_effect/shadow_mend
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/obj/screen/alert/status_effect/shadow_mend
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@@ -80,9 +80,11 @@
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/datum/status_effect/void_price
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id = "void_price"
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duration = 300
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tick_interval = 30
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duration = 30 SECONDS
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tick_interval = 3 SECONDS
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status_type = STATUS_EFFECT_REFRESH
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alert_type = /obj/screen/alert/status_effect/void_price
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var/price = 3 //This is how much hp you lose per tick. Each time the buff is refreshed, it increased by 1. Healing too much in a short period of time will cause your swift demise
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/obj/screen/alert/status_effect/void_price
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name = "Void Price"
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@@ -91,8 +93,12 @@
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/datum/status_effect/void_price/tick()
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playsound(owner, 'sound/weapons/bite.ogg', 50, 1)
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owner.adjustBruteLoss(3)
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owner.adjustBruteLoss(price)
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/datum/status_effect/void_price/refresh()
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price++
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return ..()
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/datum/status_effect/blooddrunk
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id = "blooddrunk"
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duration = 10
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@@ -77,6 +77,7 @@
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var/delay_before_decay = 5
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var/bleed_damage = 200
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var/needs_to_bleed = FALSE
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var/bleed_cap = 10
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/datum/status_effect/saw_bleed/Destroy()
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if(owner)
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@@ -113,7 +114,7 @@
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owner.underlays -= bleed_underlay
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bleed_amount += amount
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if(bleed_amount)
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if(bleed_amount >= 10)
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if(bleed_amount >= bleed_cap)
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needs_to_bleed = TRUE
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qdel(src)
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else
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@@ -137,6 +138,12 @@
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/saw_bleed/bloodletting
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id = "bloodletting"
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bleed_cap = 7
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bleed_damage = 25 //Seems weak (it is) but it also works on humans and bypasses armor SOOOO
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bleed_amount = 6
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/datum/status_effect/stacking/ground_pound
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id = "ground_pound"
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tick_interval = 5 SECONDS
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