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Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 2/17/2018_make_AI_great_again
This commit is contained in:
@@ -61,3 +61,66 @@
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outgoing_melee_damage_percent = 0.5 //50% less outgoing melee damage.
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attack_speed_percent = 1.2 //20% slower attack speed.
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//////////////////////
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//Surgical Modifiers// As of writing, limited to the 'Frankenstein' modifier.
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//////////////////////
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/datum/modifier/franken_sickness
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name = "surgically attached brain"
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desc = "You feel weak, as your central nervous system is still recovering from being repaired."
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on_created_text = "<span class='warning'><font size='3'>You feel... off, and your head hurts.</font></span>"
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on_expired_text = "<span class='notice'><font size='3'>You feel some strength returning to you.</font></span>"
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max_health_percent = 0.9 // -10% max health.
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incoming_damage_percent = 1.1 // 10% more incoming damage.
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incoming_hal_damage_percent = 1.5 // 50% more halloss damage, stacking on the previous 1.1 widespread.
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outgoing_melee_damage_percent = 0.9 // 10% less melee damage.
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disable_duration_percent = 1.25 // Stuns last 25% longer.
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incoming_healing_percent = 0.9 // -10% to all healing
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slowdown = 0.5 // Slower, by a smidge.
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evasion = -5 // 5% easier to hit.
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accuracy_dispersion = 1 // Inaccurate trait level of tile dispersion.
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stacks = MODIFIER_STACK_ALLOWED //You have somehow had the surgery done twice. Your brain is very, very fucked, but I won't say no.
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/datum/modifier/franken_sickness/can_apply(var/mob/living/L)
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if(!ishuman(L))
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return FALSE
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if(L.isSynthetic()) //Nonhumans and Machines cannot be Frankensteined, at this time.
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return FALSE
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return ..()
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/datum/modifier/franken_sickness/tick()
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if(holder.stat != DEAD)
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if(istype(holder, /mob/living/carbon/human))
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var/mob/living/carbon/human/F = holder
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if(F.can_defib)
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F.can_defib = 0
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/datum/modifier/franken_sickness/on_expire() //Not permanent, but its child is.
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holder.add_modifier(/datum/modifier/franken_recovery, 0)
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/datum/modifier/franken_recovery //When Franken_Sickness expires, this will be permanently applied in its place.
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name = "neural recovery"
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desc = "You feel out of touch, as your central nervous system is still recovering from being repaired."
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on_created_text = "<span class='warning'><font size='3'>You feel... off. Everything is fuzzy.</font></span>"
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on_expired_text = "<span class='notice'><font size='3'>You feel your senses returning to you.</font></span>"
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incoming_hal_damage_percent = 1.5 // 50% more halloss damage.
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disable_duration_percent = 1.25 // Stuns last 25% longer.
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evasion = -5 // 5% easier to hit.
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accuracy_dispersion = 1 // Inaccurate trait level of tile dispersion.
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stacks = MODIFIER_STACK_ALLOWED
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/datum/modifier/franken_recovery/can_apply(var/mob/living/L)
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if(!ishuman(L))
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return FALSE
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if(L.isSynthetic()) //Nonhumans and Machines cannot be Frankensteined, at this time.
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return FALSE
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return ..()
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@@ -39,7 +39,7 @@
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var/haste // If set to 1, the mob will be 'hasted', which makes it ignore slowdown and go really fast.
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var/evasion // Positive numbers reduce the odds of being hit. Negative numbers increase the odds.
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var/bleeding_rate_percent // Adjusts amount of blood lost when bleeding.
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var/accuracy // Positive numbers makes hitting things with guns easier, negatives make it harder. Every 15% is equal to one tile easier or harder, just like evasion.
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var/accuracy // Positive numbers makes hitting things with guns easier, negatives make it harder.
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var/accuracy_dispersion // Positive numbers make gun firing cover a wider tile range, and therefore more inaccurate. Negatives help negate dispersion penalties.
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var/metabolism_percent // Adjusts the mob's metabolic rate, which affects reagent processing. Won't affect mobs without reagent processing.
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var/icon_scale_percent // Makes the holder's icon get scaled up or down.
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@@ -208,13 +208,13 @@
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effects += "You move at maximum speed, and cannot be slowed by any means."
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if(!isnull(evasion))
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effects += "You are [abs(evasion * 15)]% [evasion > 0 ? "harder" : "easier"] to hit with weapons."
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effects += "You are [abs(evasion)]% [evasion > 0 ? "harder" : "easier"] to hit with weapons."
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if(!isnull(bleeding_rate_percent))
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effects += "You bleed [multipler_to_percentage(bleeding_rate_percent, TRUE)] [bleeding_rate_percent > 1.0 ? "faster" : "slower"]."
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if(!isnull(accuracy))
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effects += "It is [abs(accuracy * 15)]% [accuracy > 0 ? "easier" : "harder"] for you to hit someone with a ranged weapon."
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effects += "It is [abs(accuracy)]% [accuracy > 0 ? "easier" : "harder"] for you to hit someone with a ranged weapon."
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if(!isnull(accuracy_dispersion))
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effects += "Projectiles you fire are [accuracy_dispersion > 0 ? "more" : "less"] likely to stray from your intended target."
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@@ -60,9 +60,9 @@ the artifact triggers the rage.
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pain_immunity = TRUE // Avoid falling over from shock (at least until it expires).
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// The less good stuff.
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accuracy = -5 // Aiming requires focus.
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accuracy = -75 // Aiming requires focus.
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accuracy_dispersion = 3 // Ditto.
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evasion = -3 // Too angry to dodge.
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evasion = -45 // Too angry to dodge.
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var/nutrition_cost = 150
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var/exhaustion_duration = 2 MINUTES // How long the exhaustion modifier lasts after it expires. Set to 0 to not apply one.
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@@ -157,7 +157,7 @@ the artifact triggers the rage.
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attack_speed_percent = 1.5
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outgoing_melee_damage_percent = 0.6
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disable_duration_percent = 1.5
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evasion = -2
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evasion = -30
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/datum/modifier/berserk_exhaustion/on_applied()
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holder.visible_message("<span class='warning'>\The [holder] looks exhausted.</span>")
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@@ -177,6 +177,6 @@ the artifact triggers the rage.
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stacks = MODIFIER_STACK_EXTEND
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// Just being mad isn't gonna overclock your body when you're a beepboop.
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accuracy = -5 // Aiming requires focus.
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accuracy = -75 // Aiming requires focus.
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accuracy_dispersion = 3 // Ditto.
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evasion = -3 // Too angry to dodge.
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evasion = -45 // Too angry to dodge.
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