more damage, no dismember, combat lock
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@@ -113,6 +113,9 @@
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duration = set_duration
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. = ..()
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/datum/status_effect/no_combat_mode/robotic_emp
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id = "emp_no_combat_mode"
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/datum/status_effect/mesmerize
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id = "Mesmerize"
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alert_type = /obj/screen/alert/status_effect/mesmerized
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@@ -393,6 +393,8 @@
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if(. & EMP_PROTECT_CONTENTS)
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return
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var/informed = FALSE
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if(isrobotic(src))
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apply_status_effect(/datum/status_effect/no_combat_mode/robotic_emp, 2.5 * severity)
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for(var/obj/item/bodypart/L in src.bodyparts)
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if(L.status == BODYPART_ROBOTIC)
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if(!informed)
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@@ -405,13 +407,9 @@
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L.receive_damage(0,10)
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Stun(200)
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else
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// robotic species take far less damage, and roll to have their parts fly off on a heavy emp
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// robotic species take far less damage and get combat mode lock instead of stuns
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// this is to stop emps outright killing them, and also because their organs have emp acts
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L.receive_damage(0,4)
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Stun(50)
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if(!(L.body_part == CHEST || L.body_part == HEAD)) // only dismember legs/arms
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if(prob(20))
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L.dismember()
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L.receive_damage(0,5)
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if(2)
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L.receive_damage(0,5)
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Stun(100)
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@@ -419,8 +417,7 @@
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L.receive_damage(0,5)
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Stun(100)
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else
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L.receive_damage(0,2)
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Stun(25)
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L.receive_damage(0,3)
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/mob/living/carbon/human/acid_act(acidpwr, acid_volume, bodyzone_hit)
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var/list/damaged = list()
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