mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
Adds changeling blood tests (heat up blood samples to test if someone's a ling or not) (#8023)
* changeling blood tests + changeling readapt sound * drops shield loudness down to 1 because apparently it's weaker than i thought it was * chameleon skin no longer contributes to loudness
This commit is contained in:
@@ -1,4 +1,4 @@
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/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE)
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/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, soundenvwet = -10000, soundenvdry = 0)
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if(isarea(source))
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throw EXCEPTION("playsound(): source is an area")
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return
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@@ -21,11 +21,11 @@
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for(var/P in listeners)
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var/mob/M = P
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if(get_dist(M, turf_source) <= maxdistance)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S, soundenvwet, soundenvdry)
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for(var/P in SSmobs.dead_players_by_zlevel[z])
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var/mob/M = P
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if(get_dist(M, turf_source) <= maxdistance)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S, soundenvwet, soundenvdry)
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/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S, envwet = -10000, envdry = 0)
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if(!client || !can_hear())
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@@ -34,6 +34,8 @@
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var/mimicing = ""
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var/canrespec = 0
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var/changeling_speak = 0
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var/loudfactor = 0 //Used for blood tests. At 4, blood tests will succeed. At 10, blood tests will result in an explosion.
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var/bloodtestwarnings = 0 //Used to track if the ling has been notified that they will pass blood tests.
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var/datum/dna/chosen_dna
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var/obj/effect/proc_holder/changeling/sting/chosen_sting
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var/datum/cellular_emporium/cellular_emporium
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@@ -123,6 +125,8 @@
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/datum/antagonist/changeling/proc/reset_powers()
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if(purchasedpowers)
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remove_changeling_powers()
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loudfactor = 0
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bloodtestwarnings = 0
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//Repurchase free powers.
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for(var/path in all_powers)
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var/obj/effect/proc_holder/changeling/S = new path()
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@@ -174,6 +178,13 @@
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geneticpoints -= thepower.dna_cost
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purchasedpowers += thepower
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thepower.on_purchase(owner.current)
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loudfactor += thepower.loudness
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if(loudfactor >= 4 && !bloodtestwarnings)
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to_chat(owner.current, "<span class='warning'>Our blood is growing flammable. Our blood will react violently to heat.</span>")
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bloodtestwarnings = 1
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if(loudfactor >= 10 && bloodtestwarnings < 2)
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to_chat(owner.current, "<span class='warning'>Our blood has grown extremely flammable. Our blood will react explosively to heat.</span>")
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bloodtestwarnings = 2
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/datum/antagonist/changeling/proc/readapt()
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if(!ishuman(owner.current))
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@@ -182,6 +193,7 @@
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if(canrespec)
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to_chat(owner.current, "<span class='notice'>We have removed our evolutions from this form, and are now ready to readapt.</span>")
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reset_powers()
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playsound(get_turf(owner.current), 'sound/effects/lingreadapt.ogg', 75, TRUE, 5, soundenvwet = 0)
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canrespec = 0
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SSblackbox.record_feedback("tally", "changeling_power_purchase", 1, "Readapt")
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return 1
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@@ -16,6 +16,7 @@
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var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
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var/always_keep = 0 // important for abilities like revive that screw you if you lose them.
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var/ignores_fakedeath = FALSE // usable with the FAKEDEATH flag
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var/loudness = 0 //Determines how much having this ability will affect changeling blood tests. At 4, the blood will react violently and turn to ash, creating a unique message in the process. At 10, the blood will explode when heated.
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/obj/effect/proc_holder/changeling/proc/on_purchase(mob/user, is_respec)
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@@ -1,8 +1,9 @@
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/obj/effect/proc_holder/changeling/biodegrade
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name = "Biodegrade"
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desc = "Dissolves restraints or other objects preventing free movement."
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helptext = "This is obvious to nearby people, and can destroy standard restraints and closets."
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helptext = "This is obvious to nearby people, and can destroy standard restraints and closets. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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chemical_cost = 30 //High cost to prevent spam
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loudness = 1
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dna_cost = 2
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req_human = 1
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@@ -1,8 +1,9 @@
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/obj/effect/proc_holder/changeling/digitalcamo
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name = "Digital Camouflage"
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desc = "By evolving the ability to distort our form and proportions, we defeat common algorithms used to detect lifeforms on cameras."
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helptext = "We cannot be tracked by camera or seen by AI units while using this skill. However, humans looking at us will find us... uncanny."
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helptext = "We cannot be tracked by camera or seen by AI units while using this skill. However, humans looking at us will find us... uncanny. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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dna_cost = 1
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loudness = 1
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//Prevents AIs tracking you but makes you easily detectable to the human-eye.
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/obj/effect/proc_holder/changeling/digitalcamo/sting_action(mob/user)
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@@ -1,9 +1,10 @@
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/obj/effect/proc_holder/changeling/headcrab
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name = "Last Resort"
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desc = "We sacrifice our current body in a moment of need, placing us in control of a vessel."
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helptext = "We will be placed in control of a small, fragile creature. We may attack a corpse like this to plant an egg which will slowly mature into a new form for us."
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helptext = "We will be placed in control of a small, fragile creature. We may attack a corpse like this to plant an egg which will slowly mature into a new form for us. This ability is loud, and might cause our blood to react violently to heat."
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chemical_cost = 20
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dna_cost = 1
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loudness = 2
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req_human = 1
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/obj/effect/proc_holder/changeling/headcrab/sting_action(mob/user)
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@@ -1,8 +1,9 @@
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/obj/effect/proc_holder/changeling/lesserform
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name = "Lesser Form"
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desc = "We debase ourselves and become lesser. We become a monkey."
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desc = "We debase ourselves and become lesser. We become a monkey. This ability is loud, and might cause our blood to react violently to heat."
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chemical_cost = 5
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dna_cost = 1
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loudness = 2
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req_human = 1
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//Transform into a monkey.
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@@ -134,9 +134,10 @@
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/obj/effect/proc_holder/changeling/weapon/arm_blade
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name = "Arm Blade"
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desc = "We reform one of our arms into a deadly blade."
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helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form."
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helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form. This ability is loud, and might cause our blood to react violently to heat."
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chemical_cost = 20
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dna_cost = 2
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loudness = 2
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req_human = 1
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weapon_type = /obj/item/melee/arm_blade
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weapon_name_simple = "blade"
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@@ -215,9 +216,11 @@
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desc = "We ready a tentacle to grab items or victims with."
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helptext = "We can use it once to retrieve a distant item. If used on living creatures, the effect depends on the intent: \
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Help will simply drag them closer, Disarm will grab whatever they're holding instead of them, Grab will put the victim in our hold after catching it, \
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and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form."
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and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form.\
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This ability is loud, and might cause our blood to react violently to heat."
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chemical_cost = 10
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dna_cost = 2
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loudness = 2
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req_human = 1
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weapon_type = /obj/item/gun/magic/tentacle
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weapon_name_simple = "tentacle"
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@@ -393,9 +396,10 @@
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/obj/effect/proc_holder/changeling/weapon/shield
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name = "Organic Shield"
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desc = "We reform one of our arms into a hard shield."
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helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form."
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helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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chemical_cost = 20
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dna_cost = 1
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loudness = 1
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req_human = 1
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weapon_type = /obj/item/shield/changeling
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@@ -445,9 +449,10 @@
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/obj/effect/proc_holder/changeling/suit/organic_space_suit
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name = "Organic Space Suit"
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desc = "We grow an organic suit to protect ourselves from space exposure."
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helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form."
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helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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chemical_cost = 20
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dna_cost = 2
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loudness = 1
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req_human = 1
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suit_type = /obj/item/clothing/suit/space/changeling
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@@ -492,9 +497,10 @@
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/obj/effect/proc_holder/changeling/suit/armor
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name = "Chitinous Armor"
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desc = "We turn our skin into tough chitin to protect us from damage."
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helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form."
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helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
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chemical_cost = 20
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dna_cost = 1
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loudness = 2
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req_human = 1
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recharge_slowdown = 0.25
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@@ -1,9 +1,10 @@
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/obj/effect/proc_holder/changeling/resonant_shriek
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name = "Resonant Shriek"
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desc = "Our lungs and vocal cords shift, allowing us to briefly emit a noise that deafens and confuses the weak-minded."
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helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors."
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helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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chemical_cost = 20
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dna_cost = 1
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loudness = 1
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req_human = 1
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//A flashy ability, good for crowd control and sewing chaos.
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@@ -30,8 +31,10 @@
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/obj/effect/proc_holder/changeling/dissonant_shriek
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name = "Dissonant Shriek"
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desc = "We shift our vocal cords to release a high-frequency sound that overloads nearby electronics."
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helptext = "Emits a high-frequency sound that overloads nearby electronics. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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chemical_cost = 20
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dna_cost = 1
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loudness = 1
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//A flashy ability, good for crowd control and sewing chaos.
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/obj/effect/proc_holder/changeling/dissonant_shriek/sting_action(mob/user)
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@@ -1,9 +1,10 @@
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/obj/effect/proc_holder/changeling/spiders
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name = "Spread Infestation"
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desc = "Our form divides, creating arachnids which will grow into deadly beasts."
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helptext = "The spiders are thoughtless creatures, and may attack their creators when fully grown. Requires at least 3 DNA gained through Absorb, and not through DNA sting."
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helptext = "The spiders are thoughtless creatures, and may attack their creators when fully grown. Requires at least 3 DNA gained through Absorb, and not through DNA sting. This ability is very loud, and will guarantee that our blood will react violently to heat."
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chemical_cost = 45
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dna_cost = 1
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loudness = 4
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req_absorbs = 3
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//Makes some spiderlings. Good for setting traps and causing general trouble.
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@@ -64,10 +64,11 @@
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/obj/effect/proc_holder/changeling/sting/transformation
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name = "Transformation Sting"
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desc = "We silently sting a human, injecting a retrovirus that forces them to transform."
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helptext = "The victim will transform much like a changeling would. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human."
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helptext = "The victim will transform much like a changeling would. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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sting_icon = "sting_transform"
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chemical_cost = 50
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dna_cost = 3
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loudness = 1
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var/datum/changelingprofile/selected_dna = null
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/obj/effect/proc_holder/changeling/sting/transformation/Click()
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@@ -111,10 +112,11 @@
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/obj/effect/proc_holder/changeling/sting/false_armblade
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name = "False Armblade Sting"
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desc = "We silently sting a human, injecting a retrovirus that mutates their arm to temporarily appear as an armblade."
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helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless."
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helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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sting_icon = "sting_armblade"
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chemical_cost = 20
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dna_cost = 1
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loudness = 1
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/obj/item/melee/arm_blade/false
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desc = "A grotesque mass of flesh that used to be your arm. Although it looks dangerous at first, you can tell it's actually quite dull and useless."
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@@ -183,10 +185,11 @@
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/obj/effect/proc_holder/changeling/sting/mute
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name = "Mute Sting"
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desc = "We silently sting a human, completely silencing them for a short time."
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helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot."
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helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot. This ability is loud, and might cause our blood to react violently to heat."
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sting_icon = "sting_mute"
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chemical_cost = 20
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dna_cost = 2
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loudness = 2
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/obj/effect/proc_holder/changeling/sting/mute/sting_action(mob/user, mob/living/carbon/target)
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log_combat(user, target, "stung", "mute sting")
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@@ -196,10 +199,11 @@
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/obj/effect/proc_holder/changeling/sting/blind
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name = "Blind Sting"
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desc = "Temporarily blinds the target."
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helptext = "This sting completely blinds a target for a short time."
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helptext = "This sting completely blinds a target for a short time. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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sting_icon = "sting_blind"
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chemical_cost = 25
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dna_cost = 1
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loudness = 1
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/obj/effect/proc_holder/changeling/sting/blind/sting_action(mob/user, mob/living/carbon/target)
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log_combat(user, target, "stung", "blind sting")
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@@ -229,10 +233,11 @@
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/obj/effect/proc_holder/changeling/sting/cryo
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name = "Cryogenic Sting"
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desc = "We silently sting a human with a cocktail of chemicals that freeze them."
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helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing."
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helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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sting_icon = "sting_cryo"
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chemical_cost = 15
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dna_cost = 2
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loudness = 1
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/obj/effect/proc_holder/changeling/sting/cryo/sting_action(mob/user, mob/target)
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log_combat(user, target, "stung", "cryo sting")
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@@ -198,6 +198,11 @@
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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blood_data["quirks"] += T.type
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blood_data["changeling_loudness"] = 0
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if(mind)
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var/datum/antagonist/changeling/ling = mind.has_antag_datum(/datum/antagonist/changeling)
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if(istype(ling))
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blood_data["changeling_loudness"] = ling.loudfactor
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return blood_data
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//get the id of the substance this mob use as blood.
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@@ -361,6 +361,8 @@
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var/required_temp = C.required_temp
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var/is_cold_recipe = C.is_cold_recipe
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var/meets_temp_requirement = 0
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var/has_special_react = C.special_react
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var/can_special_react = 0
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for(var/B in cached_required_reagents)
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if(!has_reagent(B, cached_required_reagents[B]))
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@@ -396,7 +398,10 @@
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if(required_temp == 0 || (is_cold_recipe && chem_temp <= required_temp) || (!is_cold_recipe && chem_temp >= required_temp))
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meets_temp_requirement = 1
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if(total_matching_reagents == total_required_reagents && total_matching_catalysts == total_required_catalysts && matching_container && matching_other && meets_temp_requirement)
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if(!has_special_react || C.check_special_react(src))
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can_special_react = 1
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if(total_matching_reagents == total_required_reagents && total_matching_catalysts == total_required_catalysts && matching_container && matching_other && meets_temp_requirement && can_special_react)
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possible_reactions += C
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if(possible_reactions.len)
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@@ -412,6 +417,7 @@
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selected_reaction = competitor
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var/list/cached_required_reagents = selected_reaction.required_reagents
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var/list/cached_results = selected_reaction.results
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var/special_react_result = selected_reaction.check_special_react(src)
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var/list/multiplier = INFINITY
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for(var/B in cached_required_reagents)
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multiplier = min(multiplier, round(get_reagent_amount(B) / cached_required_reagents[B]))
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@@ -443,7 +449,7 @@
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ME2.name = "used slime extract"
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ME2.desc = "This extract has been used up."
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selected_reaction.on_reaction(src, multiplier)
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selected_reaction.on_reaction(src, multiplier, special_react_result)
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reaction_occurred = 1
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while(reaction_occurred)
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@@ -13,13 +13,17 @@
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var/required_temp = 0
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var/is_cold_recipe = 0 // Set to 1 if you want the recipe to only react when it's BELOW the required temp.
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var/special_react = FALSE //Determines if the recipe has special conditions for it to react. Mainly used for ling blood tests
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var/mix_message = "The solution begins to bubble." //The message shown to nearby people upon mixing, if applicable
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var/mix_sound = 'sound/effects/bubbles.ogg' //The sound played upon mixing, if applicable
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||||
|
||||
/datum/chemical_reaction/proc/on_reaction(datum/reagents/holder, created_volume)
|
||||
/datum/chemical_reaction/proc/on_reaction(datum/reagents/holder, created_volume, specialreact)
|
||||
return
|
||||
//I recommend you set the result amount to the total volume of all components.
|
||||
|
||||
/datum/chemical_reaction/proc/check_special_react(datum/reagents/holder)
|
||||
return
|
||||
|
||||
/datum/chemical_reaction/proc/chemical_mob_spawn(datum/reagents/holder, amount_to_spawn, reaction_name, mob_class = HOSTILE_SPAWN, mob_faction = "chemicalsummon")
|
||||
if(holder && holder.my_atom)
|
||||
var/atom/A = holder.my_atom
|
||||
|
||||
@@ -464,4 +464,30 @@
|
||||
results = list("firefighting_foam" = 3)
|
||||
required_reagents = list("stabilizing_agent" = 1,"fluorosurfactant" = 1,"carbon" = 1)
|
||||
required_temp = 200
|
||||
is_cold_recipe = 1
|
||||
is_cold_recipe = 1
|
||||
|
||||
/datum/chemical_reaction/reagent_explosion/lingblood
|
||||
name = "Changeling Blood Reaction"
|
||||
id = "ling_blood_reaction"
|
||||
results = list("ash" = 1)
|
||||
required_reagents = list("blood" = 1)
|
||||
strengthdiv = 4 //The explosion should be somewhat strong if a full 15u is heated within a syringe. !!fun!!
|
||||
required_temp = 666
|
||||
special_react = TRUE
|
||||
mix_sound = 'sound/effects/lingbloodhiss.ogg'
|
||||
mix_message = "The blood bubbles and sizzles violently!"
|
||||
|
||||
/datum/chemical_reaction/reagent_explosion/lingblood/check_special_react(datum/reagents/holder)
|
||||
if(!holder)
|
||||
return FALSE
|
||||
var/list/D = holder.get_data("blood")
|
||||
if(D && D["changeling_loudness"])
|
||||
return (D["changeling_loudness"] >= 4 ? D["changeling_loudness"] : FALSE)
|
||||
else
|
||||
return FALSE
|
||||
|
||||
/datum/chemical_reaction/reagent_explosion/lingblood/on_reaction(datum/reagents/holder, created_volume, specialreact)
|
||||
if(specialreact >= 10)
|
||||
return ..()
|
||||
else
|
||||
return FALSE
|
||||
|
||||
BIN
sound/effects/lingbloodhiss.ogg
Normal file
BIN
sound/effects/lingbloodhiss.ogg
Normal file
Binary file not shown.
BIN
sound/effects/lingreadapt.ogg
Normal file
BIN
sound/effects/lingreadapt.ogg
Normal file
Binary file not shown.
Reference in New Issue
Block a user