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Changed a nuke feedback back to what it was. SMES code slightly cleaned up. Removed a few of the HIGH VOLTAGE signs that were on grilles. Added a san check to hydro to remove a runtime. r2910
51 lines
1.4 KiB
Plaintext
51 lines
1.4 KiB
Plaintext
/mob/living/simple_animal/shade
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name = "Shade"
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desc = "A bound spirit"
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icon = 'mob.dmi'
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icon_state = "shade"
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icon_living = "shade"
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icon_dead = "shade_dead"
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max_health = 50
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health = 50
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speak_emote = list("hisses")
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emote_hear = list("wails","screeches")
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response_help = "puts their hand through"
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response_disarm = "flails at"
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response_harm = "punches the"
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melee_damage_lower = 5
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melee_damage_upper = 15
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attacktext = "drains the life from"
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minbodytemp = 0
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maxbodytemp = 4000
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min_oxy = 0
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max_co2 = 0
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max_tox = 0
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Life()
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..()
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if(stat == 2)
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new /obj/item/weapon/ectoplasm (src.loc)
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for(var/mob/M in viewers(src, null))
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if((M.client && !( M.blinded )))
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M.show_message("\red [src] lets out a contented sigh as their form unwinds. ")
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ghostize(0)
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del src
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return
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attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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if(istype(O, /obj/item/device/soulstone))
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O.transfer_soul("SHADE", src, user)
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else
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if(O.force)
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health -= O.force
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
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else
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usr << "\red This weapon is ineffective, it does no damage."
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red [user] gently taps [src] with the [O]. ")
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return |