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Shadowling Species Handling Refactor
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@@ -731,32 +731,6 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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adjustOxyLoss(-(light_amount))
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//TODO: heal wounds, heal broken limbs.
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if(species.light_dam)
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var/light_amount = 0
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if(isturf(loc))
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var/turf/T = loc
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light_amount = T.get_lumcount()*10
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if(light_amount > species.light_dam && !incorporeal_move) //if there's enough light, start dying
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if(species.light_effect_amp)
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adjustFireLoss(4.7) //This gets multiplied by 1.5 due to Shadowling's innate fire weakness, so it ends up being about 7.
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else
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adjustFireLoss(1)
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adjustBruteLoss(1)
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src << "<span class='userdanger'>The light burns you!</span>"
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src << 'sound/weapons/sear.ogg'
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else //heal in the dark
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if(species.light_effect_amp)
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adjustFireLoss(-5)
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adjustBruteLoss(-5)
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adjustBrainLoss(-25) //gibbering shadowlings are hilarious but also bad to have
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adjustCloneLoss(-1)
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SetWeakened(0)
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SetStunned(0)
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else
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adjustFireLoss(-1)
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adjustBruteLoss(-1)
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//The fucking FAT mutation is the greatest shit ever. It makes everyone so hot and bothered.
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if(species.flags & CAN_BE_FAT)
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if(FAT in mutations)
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@@ -7,7 +7,6 @@
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default_language = "Galactic Common"
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unarmed_type = /datum/unarmed_attack/claws
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light_dam = 2
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darksight = 8
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blood_color = "#CCCCCC"
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@@ -16,8 +15,8 @@
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"brain" = /obj/item/organ/internal/brain
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)
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flags = NO_BLOOD | NO_BREATHE | NO_SCAN
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bodyflags = FEET_NOSLIP
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flags = NO_BLOOD | NO_BREATHE | RADIMMUNE
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virus_immune = 1
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dietflags = DIET_OMNI //the mutation process allowed you to now digest all foods regardless of initial race
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reagent_tag = PROCESS_ORG
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suicide_messages = list(
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@@ -26,5 +25,13 @@
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"is twisting their own neck!",
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"is staring into the closest light source!")
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/datum/species/shadow/handle_death(var/mob/living/carbon/human/H)
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H.dust()
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/datum/species/shadow/handle_life(var/mob/living/carbon/human/H)
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var/light_amount = 0
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if(isturf(H.loc))
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var/turf/T = H.loc
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light_amount = T.get_lumcount()*10
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if(light_amount > 2) //if there's enough light, start dying
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H.take_overall_damage(1,1)
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else if (light_amount < 2) //heal in the dark
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H.heal_overall_damage(1,1)
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@@ -55,9 +55,6 @@
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var/brute_mod = null // Physical damage reduction/malus.
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var/burn_mod = null // Burn damage reduction/malus.
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var/light_dam //Light level above which species takes damage, and below which it heals.
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var/light_effect_amp //If 0, takes/heals 1 burn and brute per tick. Otherwise, both healing and damage effects are amplified.
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var/total_health = 100
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var/punchdamagelow = 0 //lowest possible punch damage
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var/punchdamagehigh = 9 //highest possible punch damage
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