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Horror Balance Patch 1.1 (#15490)
* Update horror.dm * Update horror_abilities_and_upgrades.dm
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@@ -357,7 +357,16 @@
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var/datum/action/innate/horror/H = has_ability(/datum/action/innate/horror/chameleon)
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H.Activate()
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Update_Invisibility_Button()
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var/removeBonus = FALSE
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if(iscyborg(A))
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if(has_upgrade("dmg_up"))
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removeBonus = TRUE
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melee_damage_lower += 5
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melee_damage_upper += 10
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..()
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if(removeBonus)
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melee_damage_lower -= 5
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melee_damage_upper -= 10
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/mob/living/simple_animal/horror/ex_act()
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if(victim)
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@@ -312,11 +312,11 @@
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/datum/action/innate/horror/lube_spill
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name = "Lube spill"
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desc = "Makes you spin around and flail slippery lube around you. Costs 30 chemicals to activate."
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desc = "Makes you spin around and flail slippery lube around you. Costs 50 chemicals to activate."
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button_icon_state = "lube_spill"
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chemical_cost = 30
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chemical_cost = 50
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category = list("horror")
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soul_price = 1
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soul_price = 2
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var/cooldown = 0
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/datum/action/innate/horror/lube_spill/IsAvailable()
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@@ -325,23 +325,16 @@
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return ..()
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/datum/action/innate/horror/lube_spill/Activate()
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B.use_chemicals(30)
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B.use_chemicals(chemical_cost)
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cooldown = world.time + 10 SECONDS
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UpdateButtonIcon()
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addtimer(CALLBACK(src, .proc/UpdateButtonIcon), 10 SECONDS)
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B.visible_message(span_warning("[B] starts spinning and throwing some sort of substance!"), span_notice("Your start to spin and flail oily substance everywhere!"))
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var/spins_remaining = 10
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B.icon_state = "horror_spin"
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while(spins_remaining > 0)
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playsound(B, 'sound/effects/blobattack.ogg', rand(20, 30), rand(0.5, 2))
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for(var/turf/open/t in range(1, B))
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if(prob(60) && B.Adjacent(t))
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t.MakeSlippery(TURF_WET_LUBE, 100)
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sleep(0.5 SECONDS)
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spins_remaining--
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if(!B.can_use_ability())
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return TRUE
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B.icon_state = "horror"
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B.visible_message(span_warning("[B] spins and throws some sort of substance!"), span_notice("Your flail oily substance around you!"))
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flick("horror_spin", B)
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playsound(B, 'sound/effects/blobattack.ogg', 25, 1)
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for(var/turf/open/t in range(1, B))
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if(prob(60) && B.Adjacent(t))
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t.MakeSlippery(TURF_WET_LUBE, 50)
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return TRUE
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//UPGRADES
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@@ -416,18 +409,18 @@
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B.health = round(min(B.maxHealth,B.health * 2))
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B.maxHealth = round(B.maxHealth * 2)
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//Increases melee damage to 20
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//Increases melee damage to 15 with increased effect on cyborgs
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/datum/horror_upgrade/dmg_up
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name = "Sharpened teeth"
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name = "Serrated teeth"
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id = "dmg_up"
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desc = "Your teeth become sharp blades, this mutation increases your melee damage."
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desc = "Your teeth become serrated, inflicting additional damage. Effect increased against cyborgs."
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soul_price = 2
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/datum/horror_upgrade/dmg_up/apply_effects()
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B.attacktext = "crushes"
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B.attack_sound = 'sound/weapons/pierce_slow.ogg' //chunky
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B.melee_damage_lower += 10
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B.melee_damage_upper += 10
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B.melee_damage_lower += 5
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B.melee_damage_upper += 5
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//Expands the reagent selection horror can make
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/datum/horror_upgrade/upgraded_chems
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