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Adds Spice Mod to species.dm, Makes Frost Oil COLD (#7516)
* Adds Spice Mod to species.dm, Makes Frost Oil COLD ~~Spice Resistance traits in the same flavor as Booze traits. 3x, 2x, 1.5x, 0.75x, 0.5x, 0.25x resistance to the effects of capsaicin and frost oil.~~ ^ Above changes inapplicable, but you can add traits yourselves if you're interested. Not sure how Polaris does their traits vs Virgo. - Frost Oil and Capsaicin will now **lower/increase your body temperature by a random amount** during the ingest step if you're over the danger threshold. - var/spice_mod is added to the species datums, much like alcohol mod. - Frost Oil will now remove 5 capsaicin on affect_ingest much like capsaicin would remove 5 frostoil. Not much else to say. * Forgot the M.Species. * Removes IS_ALRAUNE from Frostoil
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@@ -101,6 +101,7 @@
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var/chemOD_mod = 1 // Damage modifier for overdose; higher = more damage from ODs
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var/alcohol_mod = 1 // Multiplier to alcohol strength; 0.5 = half, 0 = no effect at all, 2 = double, etc.
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var/pain_mod = 1 // Multiplier to pain effects; 0.5 = half, 0 = no effect (equal to NO_PAIN, really), 2 = double, etc.
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var/spice_mod = 1 // Multiplier to spice/capsaicin/frostoil effects; 0.5 = half, 0 = no effect (immunity), 2 = double, etc.
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// set below is EMP interactivity for nonsynth carbons
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var/emp_sensitivity = 0 // bitflag. valid flags are: EMP_PAIN, EMP_BLIND, EMP_DEAFEN, EMP_CONFUSE, EMP_STUN, and EMP_(BRUTE/BURN/TOX/OXY)_DMG
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var/emp_dmg_mod = 1 // Multiplier to all EMP damage sustained by the mob, if it's EMP-sensitive
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