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Let's move you to prevent conflicts.
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@@ -65,49 +65,6 @@
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var/vision_flags // Vision flags to add to the mob. SEE_MOB, SEE_OBJ, etc.
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// ENERGY CODE. Variables to allow for energy based modifiers.
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var/energy_based // Sees if the modifier is based on something electronic based.
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var/energy_cost // How much the modifier uses per action/special effect blocked. For base values.
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var/energy_modifier // How much energy is used when numbers are involed. For values, such as taking damage. Ex: (Damage*energy_modifier)
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var/obj/item/weapon/cell/energy_source = null // The source of the above.
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// RESISTANCES CODE. Variable to enable external damage resistance modifiers. This is not unlike armor.
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// 0 = immune || < 0 = heals || 1 = full damage || >1 = increased damage.
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// It should never be below zero as it is not intended to do such, but you are free to experiment!
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// Ex: Max_brute_resistance = 0. Min_brute resistance = 1. When started, provides 100% resistance to brute. When cell is dying, goes down to 0% resistance.
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// Max is the MAXIMUM % multiplier that will be taken at a MAX charge. Min is the MINIMUM % multiplier that will be taken at a MINIMUM charge.
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// Think of it like this: Minimum = what happens at minimum charge. Max = what happens at maximum charge.
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// Why do I mention this so much? Because even /I/ got confused, and I wrote this thing!
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var/min_damage_resistance
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var/max_damage_resistance
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var/effective_damage_resistance
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var/min_brute_resistance
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var/max_brute_resistance
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var/effective_brute_resistance
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var/min_fire_resistance
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var/max_fire_resistance
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var/effective_fire_resistance
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var/min_tox_resistance
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var/max_tox_resistance
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var/effective_tox_resistance
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var/min_oxy_resistance
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var/max_oxy_resistance
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var/effective_oxy_resistance
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var/min_clone_resistance
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var/max_clone_resistance
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var/effective_clone_resistance
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var/min_hal_resistance
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var/max_hal_resistance
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var/effective_hal_resistance
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// Resistances end
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/datum/modifier/New(var/new_holder, var/new_origin)
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holder = new_holder
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if(new_origin)
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@@ -1,3 +1,48 @@
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/datum/modifier
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// ENERGY CODE. Variables to allow for energy based modifiers.
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var/energy_based // Sees if the modifier is based on something electronic based.
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var/energy_cost // How much the modifier uses per action/special effect blocked. For base values.
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var/energy_modifier // How much energy is used when numbers are involed. For values, such as taking damage. Ex: (Damage*energy_modifier)
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var/obj/item/weapon/cell/energy_source = null // The source of the above.
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// RESISTANCES CODE. Variable to enable external damage resistance modifiers. This is not unlike armor.
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// 0 = immune || < 0 = heals || 1 = full damage || >1 = increased damage.
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// It should never be below zero as it is not intended to do such, but you are free to experiment!
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// Ex: Max_brute_resistance = 0. Min_brute resistance = 1. When started, provides 100% resistance to brute. When cell is dying, goes down to 0% resistance.
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// Max is the MAXIMUM % multiplier that will be taken at a MAX charge. Min is the MINIMUM % multiplier that will be taken at a MINIMUM charge.
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// Think of it like this: Minimum = what happens at minimum charge. Max = what happens at maximum charge.
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// Why do I mention this so much? Because even /I/ got confused, and I wrote this thing!
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var/min_damage_resistance
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var/max_damage_resistance
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var/effective_damage_resistance
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var/min_brute_resistance
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var/max_brute_resistance
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var/effective_brute_resistance
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var/min_fire_resistance
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var/max_fire_resistance
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var/effective_fire_resistance
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var/min_tox_resistance
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var/max_tox_resistance
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var/effective_tox_resistance
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var/min_oxy_resistance
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var/max_oxy_resistance
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var/effective_oxy_resistance
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var/min_clone_resistance
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var/max_clone_resistance
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var/effective_clone_resistance
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var/min_hal_resistance
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var/max_hal_resistance
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var/effective_hal_resistance
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// Resistances end
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/datum/modifier/underwater_stealth
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name = "underwater stealth"
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desc = "You are currently underwater, rendering it more difficult to see you and enabling you to move quicker, thanks to your aquatic nature."
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