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Exosuit Expansion: Return of the Ripley (#6767)
* Expands further upon Exosuits. * FixFix Inflatable Deployer * Changelog, fix oversights. * Burst. * Default 0
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@@ -0,0 +1,36 @@
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// Ignition, but confined to the modifier system.
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// This makes it more predictable and thus, easier to balance.
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/datum/modifier/fire
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name = "on fire"
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desc = "You are on fire! You will be harmed until the fire goes out or you extinguish it with water."
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mob_overlay_state = "on_fire"
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on_created_text = "<span class='danger'>You burst into flames!</span>"
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on_expired_text = "<span class='warning'>The fire starts to fade.</span>"
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stacks = MODIFIER_STACK_ALLOWED // Multiple instances will hurt a lot.
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var/damage_per_tick = 5
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/datum/modifier/fire/intense
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mob_overlay_state = "on_fire_intense"
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damage_per_tick = 10
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/datum/modifier/fire/tick()
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holder.inflict_heat_damage(damage_per_tick)
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/*
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* Modifier used by projectiles, like the flamethrower, that rely heavily on fire_stacks to persist.
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*/
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/datum/modifier/fire/stack_managed/tick()
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..()
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if(!holder.fire_stacks || holder.fire_stacks < 0)
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if(prob(10))
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expire()
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else if(holder.fire_stacks > 0)
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holder.fire_stacks -= 1
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/datum/modifier/fire/stack_managed/intense
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mob_overlay_state = "on_fire_intense"
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damage_per_tick = 10
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@@ -224,28 +224,6 @@ the artifact triggers the rage.
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accuracy_dispersion = 2 // A combination of fear and immense pain or damage reults in a twitching firing arm. Flee.
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// Ignition, but confined to the modifier system.
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// This makes it more predictable and thus, easier to balance.
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/datum/modifier/fire
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name = "on fire"
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desc = "You are on fire! You will be harmed until the fire goes out or you extinguish it with water."
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mob_overlay_state = "on_fire"
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on_created_text = "<span class='danger'>You combust into flames!</span>"
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on_expired_text = "<span class='warning'>The fire starts to fade.</span>"
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stacks = MODIFIER_STACK_ALLOWED // Multiple instances will hurt a lot.
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var/damage_per_tick = 5
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/datum/modifier/fire/intense
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mob_overlay_state = "on_fire_intense"
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damage_per_tick = 10
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/datum/modifier/fire/tick()
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holder.inflict_heat_damage(damage_per_tick)
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// Applied when near something very cold.
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// Reduces mobility, attack speed.
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/datum/modifier/chilled
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@@ -109,5 +109,9 @@
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if(drowsy) apply_effect(drowsy, DROWSY, blocked)
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if(agony) apply_effect(agony, AGONY, blocked)
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if(flammable) adjust_fire_stacks(flammable)
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if(ignite) IgniteMob()
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if(ignite)
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if(ignite >= 3)
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add_modifier(/datum/modifier/fire/stack_managed/intense, 60 SECONDS)
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else
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add_modifier(/datum/modifier/fire/stack_managed, 45 * ignite SECONDS)
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return 1
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