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* stunbaton delayed knockdown now moved into status effect * renaming proc to keep its meaning * made STATUS_EFFECT_DELAYED as status effect for any delayed logic, removed STATUS_EFFECT_BATONNED * cleanup, little bug fixing * cleanup * whoopsie * updates * signal string changed * Update code/datums/status_effects/neutral.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> --------- Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
35 lines
1.0 KiB
Plaintext
35 lines
1.0 KiB
Plaintext
/obj/item/implant/adrenalin
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name = "adrenal bio-chip"
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desc = "Removes all stuns and knockdowns."
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icon_state = "adrenal"
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origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
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uses = 3
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implant_data = /datum/implant_fluff/adrenaline
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implant_state = "implant-syndicate"
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/obj/item/implant/adrenalin/activate()
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uses--
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to_chat(imp_in, "<span class='notice'>You feel a sudden surge of energy!</span>")
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imp_in.SetStunned(0)
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imp_in.SetWeakened(0)
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imp_in.SetKnockDown(0)
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imp_in.SetParalysis(0)
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imp_in.adjustStaminaLoss(-75)
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imp_in.stand_up(TRUE)
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SEND_SIGNAL(imp_in, COMSIG_LIVING_CLEAR_STUNS)
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imp_in.reagents.add_reagent("synaptizine", 10)
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imp_in.reagents.add_reagent("omnizine", 10)
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imp_in.reagents.add_reagent("stimulative_agent", 10)
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if(!uses)
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qdel(src)
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/obj/item/implanter/adrenalin
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name = "bio-chip implanter (adrenalin)"
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implant_type = /obj/item/implant/adrenalin
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/obj/item/implantcase/adrenaline
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name = "bio-chip case - 'Adrenaline'"
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desc = "A glass case containing an adrenaline bio-chip."
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implant_type = /obj/item/implant/adrenalin
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