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Improves All Monster Hunter Ability/Status Effect Background Icons (#1411)
* Improves the background sprites for all monster hunter abilities/status effects. * Makes a few minor adjustments.
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@@ -1,8 +1,24 @@
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/datum/action/cooldown/paradox
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/// Cooldown-bound action subtype for monster hunters.
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/// Mainly just used for icons at the moment.
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///
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/// IMPORTANT: This subtype does not apply to ALL monster hunter abilities.
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/// Those under the "spell" subtype have had their icon's adjusted manually.
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/datum/action/cooldown/monster_hunter
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "border"
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/datum/action/cooldown/monster_hunter/paradox
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name = "Paradox Rabbit"
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desc = "The rabbit's movements will be translated onto you, ignoring any solid objects in your way."
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button_icon = 'icons/mob/simple/rabbit.dmi'
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button_icon_state = "rabbit_white_dead"
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button_icon = 'fulp_modules/icons/antagonists/monster_hunter/rabbit.dmi'
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button_icon_state = "dead_rabbit_centered"
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overlay_icon_state = "diamonds"
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cooldown_time = 3 MINUTES
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///where we will be teleporting the rabbit too
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var/obj/effect/landmark/wonderchess_mark/chessmark
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@@ -13,14 +29,14 @@
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///where the user originally was
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var/turf/original_loc
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/datum/action/cooldown/paradox/New(Target)
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/datum/action/cooldown/monster_hunter/paradox/New(Target)
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..()
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chessmark = GLOB.wonderland_marks["Wonderchess landmark"]
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landmark = GLOB.wonderland_marks["Wonderland landmark"]
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/datum/action/cooldown/paradox/Activate()
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/datum/action/cooldown/monster_hunter/paradox/Activate()
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if(!is_station_level(owner.loc.z))
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to_chat(owner,span_warning("The pull of the ice moon isn't strong enough here.."))
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return
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@@ -40,7 +56,7 @@
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addtimer(CALLBACK(src,PROC_REF(return_to_station), master, bunny, theplace), 5 SECONDS)
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StartCooldown()
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/datum/action/cooldown/paradox/proc/return_to_station(mob/user, mob/bunny,turf/mark)
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/datum/action/cooldown/monster_hunter/paradox/proc/return_to_station(mob/user, mob/bunny,turf/mark)
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var/new_x = bunny.x - mark.x
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var/new_y = bunny.y - mark.y
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var/turf/new_location = locate((original_loc.x + new_x) , (original_loc.y + new_y) , original_loc.z)
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@@ -52,7 +68,7 @@
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qdel(bunny)
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/datum/action/cooldown/wonderland_drop
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/datum/action/cooldown/monster_hunter/wonderland_drop
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name = "To Wonderland"
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button_icon = 'icons/turf/floors.dmi'
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button_icon_state = "junglegrass"
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@@ -62,13 +78,13 @@
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///where the user originally was
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var/turf/original_loc
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/datum/action/cooldown/wonderland_drop/New(Target)
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/datum/action/cooldown/monster_hunter/wonderland_drop/New(Target)
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..()
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landmark = GLOB.wonderland_marks["Wonderland landmark"]
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/datum/action/cooldown/wonderland_drop/Activate()
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/datum/action/cooldown/monster_hunter/wonderland_drop/Activate()
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StartCooldown(360 SECONDS, 360 SECONDS)
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var/mob/living/sleeper = owner
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if(!landmark)
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@@ -83,7 +99,7 @@
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addtimer(CALLBACK(src, PROC_REF(return_to_station), sleeper), 1 MINUTES)
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StartCooldown()
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/datum/action/cooldown/wonderland_drop/proc/return_to_station(mob/living/sleeper)
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/datum/action/cooldown/monster_hunter/wonderland_drop/proc/return_to_station(mob/living/sleeper)
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if(!original_loc)
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return
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sleeper.forceMove(original_loc)
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@@ -93,8 +109,17 @@
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/datum/action/cooldown/spell/conjure_item/blood_silver
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name = "Create bloodsilver bullet"
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desc = "Withdraw your blood and mold it into a bloodsilver bullet"
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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button_icon = 'fulp_modules/icons/antagonists/monster_hunter/weapons.dmi'
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button_icon_state = "bloodsilver"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "spades"
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cooldown_time = 2 MINUTES
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item_type = /obj/item/ammo_casing/silver
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spell_requirements = NONE
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@@ -284,8 +284,16 @@
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/datum/action/droppod_item
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name = "Summon Monster Hunter tools"
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desc = "Call in your equipment via droppod."
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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button_icon = 'icons/obj/devices/tracker.dmi'
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button_icon_state = "beacon"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "border"
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///path of item we are spawning
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var/item_path
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@@ -312,7 +320,15 @@
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/datum/action/cooldown/spell/track_monster
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name = "Hunter Vision"
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desc = "Detect monsters within your vicinity"
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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button_icon_state = "blind"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "clubs"
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cooldown_time = 5 SECONDS
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spell_requirements = NONE
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@@ -11,9 +11,9 @@
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flash_protect = FLASH_PROTECTION_WELDER
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/// The paradox rabbit ability
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var/datum/action/cooldown/paradox/paradox
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var/datum/action/cooldown/monster_hunter/paradox/paradox
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/// The Wonderland teleportation ability
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var/datum/action/cooldown/wonderland_drop/wonderland
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var/datum/action/cooldown/monster_hunter/wonderland_drop/wonderland
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/// Holder for the "glitched" visual component.
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var/datum/component/glitching_state/wondershift
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@@ -29,11 +29,11 @@
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. += span_boldnotice("Do not leave it in Wonderland unless you wish to risk losing it forever.")
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/obj/item/clothing/mask/cursed_rabbit/proc/generate_abilities()
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var/datum/action/cooldown/paradox/para = new
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var/datum/action/cooldown/monster_hunter/paradox/para = new
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if(!para.landmark || !para.chessmark)
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return
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paradox = para
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var/datum/action/cooldown/wonderland_drop/drop = new
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var/datum/action/cooldown/monster_hunter/wonderland_drop/drop = new
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if(!drop.landmark)
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return
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wonderland = drop
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@@ -7,8 +7,16 @@
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button_icon_state = "killer_rabbit"
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desc = "Give birth to a bunch of cute bunnies eager to suicide bomb the nearest enemy!"
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cooldown_time = 3 SECONDS
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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button_icon = 'fulp_modules/icons/antagonists/monster_hunter/rabbit.dmi'
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button_icon_state = "killer_rabbit"
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button_icon_state = "killer_rabbit_centered"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "diamonds"
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spell_requirements = NONE
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@@ -29,8 +37,16 @@
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button_icon_state = "hole_effect_button"
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cooldown_time = 3 SECONDS
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desc = "Create a small cascade of rabbit holes to trip your enemies!"
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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button_icon = 'fulp_modules/icons/antagonists/monster_hunter/rabbit.dmi'
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button_icon_state = "hole_effect_button"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "clubs"
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spell_requirements = NONE
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/datum/action/cooldown/spell/pointed/red_rabbit_hole/is_valid_target(atom/target_atom)
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@@ -49,6 +65,12 @@
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charge_past = 5
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cooldown_time = 3 SECONDS
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "spades"
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/**
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* Shotgun blast ability
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*/
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@@ -56,6 +78,12 @@
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cooldown_time = 3 SECONDS
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projectile_type = /obj/projectile/red_rabbit
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background_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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background_icon_state = "background"
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overlay_icon = 'fulp_modules/icons/antagonists/monster_hunter/actions_monster_hunter.dmi'
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overlay_icon_state = "hearts"
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/obj/projectile/red_rabbit
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name = "Red Queen"
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icon = 'fulp_modules/icons/antagonists/monster_hunter/weapons.dmi'
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