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Unlucky Trait changes & additions (#19515)
* Unlucky stuff * stone_grind * Wall vendors stay * For good measure * Real flatten
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@@ -163,6 +163,8 @@
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return
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if(vorish)
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if(living_guy.stat >= DEAD) // Make sure they're alive, else it might end up with insta-digestion
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return
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for(var/mob/living/living_mob in the_turf)
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if(living_mob == our_guy || (living_mob.vore_selected == living_guy.vore_selected))
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continue //Don't do anything to ourselves.
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@@ -212,18 +214,23 @@
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to_chat(living_guy, span_warning("[evil_light] glows ominously...")) // ominously
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evil_light.visible_message(span_boldwarning("[evil_light] suddenly flares brightly and sparks!"))
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//evil_light.broken(skip_sound_and_sparks = FALSE) //Let's not break it actually.
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evil_light.broken(skip_sound_and_sparks = FALSE) // LET'S BREAK IT ACTUALLY
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evil_light.Beam(living_guy, icon_state = "lightning[rand(1,12)]", time = 0.5 SECONDS)
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living_guy.electrocute_act(35 * (damage_mod * 0.5), evil_light, stun = TRUE) //Stun is binary and scales on damage..Lame.
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living_guy.emote("scream")
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if(living_guy.electrocute_act(35 * (damage_mod * 0.5), evil_light, stun = TRUE)) //Stun is binary and scales on damage..Lame.)
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living_guy.emote("scream")
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consume_omen()
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return
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for(var/obj/machinery/vending/darth_vendor in the_turf)
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if(darth_vendor.stat & (BROKEN|NOPOWER))
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continue
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darth_vendor.visible_message(span_warning("[darth_vendor] suddenly clunks and the delivery chute raises up!"))
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darth_vendor.throw_item(living_guy)
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if(prob(50))
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if(darth_vendor.stat & (BROKEN|NOPOWER))
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continue
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darth_vendor.visible_message(span_warning("[darth_vendor] suddenly clunks and the delivery chute raises up!"))
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darth_vendor.throw_item(living_guy)
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else
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if(darth_vendor.tilted || !darth_vendor.density)
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continue
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darth_vendor.crush_under(living_guy)
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consume_omen()
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return
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@@ -279,7 +286,7 @@
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for(var/obj/structure/table/evil_table in the_turf)
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if(!evil_table.material) //We only want tables, not just table frames.
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continue
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if(!prob(10)) //Reduce the chance further, due to the number of tables that are passed in normal play.
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if(prob(90)) //Reduce the chance further, due to the number of tables that are passed in normal play.
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continue
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living_guy.visible_message(span_danger("[living_guy] stubs [living_guy.p_their()] toe on [evil_table]!"), span_bolddanger("You stub your toe on [evil_table]!"))
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living_guy.apply_damage(2 * damage_mod, BRUTE, pick(BP_L_FOOT, BP_R_FOOT), used_weapon = "blunt force trauma")
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