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Unlucky trait (#18463)
* this compiles * more edits * Upports OP21's immovable rod Makes it NOT shit. * actually enable this lol * CLANG * we all fall down * break it * stairs * bye async * makes doorcrushes less lethal * more unluck! * dice and stumble vore * major version * Update clang.dm * More tweaks. BS Cracker Makes bluespace cracker better code quality too * Cut down on lists here * Adds the traits * glass shapnel * Update unlucky.dm * Modular Shock * Charger and thrown * Defib nat 1 * Gravity Falls * gibby * no longer gib, just hurt a LOT * Better Washer * Update washing_machine.dm * Even less jank * Moves some stuff around * linters * Update unlucky.dm * Table stubbing * fixes mirror break, evil only * PIPEBOMB * Update negative.dm * Update mail.dm * glasses fly off your face if you fall * Update unlucky.dm * evil beaker and spooky events in the dark * Evil beaker spilling * Unlucky people have custom maint loot * Get sick while searching * Update _lootable.dm * whoop * Update _lootable.dm * washer will always wash * Lowered to 5 * ash * Update areas.dm * get knocked * picking up items * Dice * Update unlucky.dm * Update code/game/objects/items/devices/defib.dm Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> * Update code/modules/economy/vending.dm Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> * Update code/game/area/areas.dm Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> * Update code/datums/components/traits/unlucky.dm Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> * Update code/datums/components/traits/unlucky.dm Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> * Update code/datums/components/traits/unlucky.dm Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> * Update code/datums/components/traits/unlucky.dm Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> * Nicer damage * these * this * mini DCS update * Excludes * Proper inherit * Update unlucky.dm * Update code/datums/components/traits/unlucky.dm * These * thes too * user * no hardrefs * only these 2 --------- Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
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@@ -389,6 +389,10 @@
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return
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H.apply_damage(burn_damage_amt, BURN, BP_TORSO)
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if(HAS_TRAIT(H, TRAIT_UNLUCKY) && prob(5))
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make_announcement("buzzes, \"Unknown error occurred. Please try again.\"", "warning")
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playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
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return
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//set oxyloss so that the patient is just barely in crit, if possible
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var/barely_in_crit = H.get_crit_point() - 1
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@@ -437,7 +441,7 @@
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playsound(src, 'sound/weapons/egloves.ogg', 100, 1, -1)
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set_cooldown(cooldowntime)
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H.stun_effect_act(2, 120, target_zone)
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H.stun_effect_act(2, 120, target_zone, electric = TRUE)
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var/burn_damage = H.electrocute_act(burn_damage_amt*2, src, def_zone = target_zone)
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if(burn_damage > 15 && H.can_feel_pain())
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H.emote("scream")
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@@ -159,3 +159,10 @@
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walk_away(src,temploc,stepdist)
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addtimer(CALLBACK(src, PROC_REF(detonate)), rand(15, 60), TIMER_DELETE_ME)
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/obj/item/grenade/flashbang/clusterbang/primed
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desc = "This clusterbang seems to have already been activated. Uhoh."
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/obj/item/grenade/flashbang/clusterbang/primed/Initialize(mapload)
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. = ..()
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activate()
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@@ -37,3 +37,10 @@
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var/new_smoke_color = tgui_color_picker(user, "Choose a color for the smoke:", "Smoke Color", smoke_color)
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if(new_smoke_color)
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smoke_color = new_smoke_color
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/obj/item/grenade/smokebomb/primed
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desc = "A smoke bomb. This one appears to be already activated!"
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/obj/item/grenade/smokebomb/primed/Initialize(mapload)
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. = ..()
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activate()
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@@ -205,7 +205,7 @@
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//stun effects
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if(status)
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target.stun_effect_act(stun, agony, hit_zone, src)
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target.stun_effect_act(stun, agony, hit_zone, src, electric = TRUE)
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msg_admin_attack("[key_name(user)] stunned [key_name(target)] with the [src].")
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if(ishuman(target))
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