/obj/item/implant/freedom name = "freedom bio-chip" desc = "Use this to escape from those evil Red Shirts." icon_state = "freedom" item_color = "r" origin_tech = "combat=5;magnets=3;biotech=4;syndicate=2" uses = 4 implant_data = /datum/implant_fluff/freedom implant_state = "implant-syndicate" /obj/item/implant/freedom/activate() uses-- to_chat(imp_in, "You feel a faint click.") if(iscarbon(imp_in)) var/mob/living/carbon/C_imp_in = imp_in C_imp_in.uncuff() for(var/obj/item/grab/G in C_imp_in.grabbed_by) var/mob/living/carbon/M = G.assailant C_imp_in.visible_message("[C_imp_in] suddenly shocks [M] from their wrists and slips out of their grab!") M.Stun(2 SECONDS) //Drops the grab M.apply_damage(2, BURN, "r_hand", M.run_armor_check("r_hand", "energy")) M.apply_damage(2, BURN, "l_hand", M.run_armor_check("l_hand", "energy")) C_imp_in.SetStunned(0) //This only triggers if they are grabbed, to have them break out of the grab, without the large stun time. C_imp_in.SetWeakened(0) playsound(C_imp_in.loc, "sound/weapons/egloves.ogg", 75, 1) if(!uses) qdel(src) /obj/item/implanter/freedom name = "bio-chip implanter (freedom)" implant_type = /obj/item/implant/freedom /obj/item/implantcase/freedom name = "bio-chip case - 'Freedom'" desc = "A glass case containing a freedom bio-chip." implant_type = /obj/item/implant/freedom /obj/item/implant/freedom/prototype name = "prototype freedom bio-chip" desc = "Use this to escape from those evil Red Shirts. Works only once!" icon_state = "freedom" item_color = "r" origin_tech = "combat=5;magnets=3;biotech=3;syndicate=1" uses = 1 implant_data = /datum/implant_fluff/protofreedom implant_state = "implant-syndicate" /obj/item/implanter/freedom/prototype name = "bio-chip implanter (proto-freedom)" implant_type = /obj/item/implant/freedom/prototype /obj/item/implantcase/freedom/prototype name = "bio-chip case - 'Proto-Freedom'" desc = "A glass case containing a prototype freedom bio-chip." implant_type = /obj/item/implant/freedom/prototype