mirror of
https://github.com/ParadiseSS13/Paradise.git
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* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
61 lines
1.9 KiB
Plaintext
61 lines
1.9 KiB
Plaintext
/obj/item/implant/freedom
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name = "freedom implant"
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desc = "Use this to escape from those evil Red Shirts."
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icon_state = "freedom"
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item_color = "r"
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origin_tech = "combat=5;magnets=3;biotech=4;syndicate=2"
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uses = 4
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/obj/item/implant/freedom/activate()
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uses--
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to_chat(imp_in, "You feel a faint click.")
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if(iscarbon(imp_in))
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var/mob/living/carbon/C_imp_in = imp_in
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C_imp_in.uncuff()
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for(var/obj/item/grab/G in C_imp_in.grabbed_by)
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var/mob/living/carbon/M = G.assailant
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C_imp_in.visible_message("<span class='warning'>[C_imp_in] suddenly shocks [M] from their wrists and slips out of their grab!</span>")
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M.Stun(2 SECONDS) //Drops the grab
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M.apply_damage(2, BURN, "r_hand", M.run_armor_check("r_hand", "energy"))
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M.apply_damage(2, BURN, "l_hand", M.run_armor_check("l_hand", "energy"))
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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.
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C_imp_in.SetWeakened(0)
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playsound(C_imp_in.loc, "sound/weapons/Egloves.ogg", 75, 1)
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if(!uses)
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qdel(src)
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/obj/item/implant/freedom/get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Freedom Beacon<BR>
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<b>Life:</b> optimum 5 uses<BR>
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<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
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mechanisms<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<BR>
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<HR>
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No Implant Specifics"}
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return dat
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/obj/item/implanter/freedom
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name = "implanter (freedom)"
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/obj/item/implanter/freedom/New()
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imp = new /obj/item/implant/freedom(src)
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..()
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/obj/item/implantcase/freedom
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name = "implant case - 'Freedom'"
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desc = "A glass case containing a freedom implant."
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/obj/item/implantcase/freedom/New()
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imp = new /obj/item/implant/freedom(src)
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..()
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