Replaces the Scarp stamina mod, adds tased resistance which I forgot to do for almost a month even though I kind of made it with scarp in mind, fixes the capitalization of armwraps
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@@ -41,7 +41,7 @@
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category = CAT_CLOTHING
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category = CAT_CLOTHING
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/datum/crafting_recipe/armwraps
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/datum/crafting_recipe/armwraps
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name = "armwraps"
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name = "Armwraps"
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result = /obj/item/clothing/gloves/fingerless/pugilist
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result = /obj/item/clothing/gloves/fingerless/pugilist
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time = 60
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time = 60
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tools = list(TOOL_WIRECUTTER)
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tools = list(TOOL_WIRECUTTER)
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@@ -51,7 +51,7 @@
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category = CAT_CLOTHING
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category = CAT_CLOTHING
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/datum/crafting_recipe/armwrapsplusone
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/datum/crafting_recipe/armwrapsplusone
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name = "armwraps of mighty fists"
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name = "Armwraps of Mighty Fists"
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result = /obj/item/clothing/gloves/fingerless/pugilist/magic
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result = /obj/item/clothing/gloves/fingerless/pugilist/magic
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time = 300
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time = 300
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tools = list(TOOL_WIRECUTTER, /obj/item/book/codex_gigas, /obj/item/clothing/head/wizard, /obj/item/clothing/suit/wizrobe)
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tools = list(TOOL_WIRECUTTER, /obj/item/book/codex_gigas, /obj/item/clothing/head/wizard, /obj/item/clothing/suit/wizrobe)
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@@ -140,8 +140,10 @@
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ADD_TRAIT(H, TRAIT_NOGUNS, SLEEPING_CARP_TRAIT)
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ADD_TRAIT(H, TRAIT_NOGUNS, SLEEPING_CARP_TRAIT)
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ADD_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
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ADD_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
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ADD_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
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ADD_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
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ADD_TRAIT(H, TRAIT_TASED_RESISTANCE, SLEEP_CARP_TRAIT)
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H.physiology.brute_mod *= 0.4 //brute is really not gonna cut it
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H.physiology.brute_mod *= 0.4 //brute is really not gonna cut it
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H.physiology.burn_mod *= 0.7 //burn is distinctly more useful against them than brute but they're still resistant
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H.physiology.burn_mod *= 0.7 //burn is distinctly more useful against them than brute but they're still resistant
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H.physiology.stamina_mod *= 0.5 //You take less stamina damage overall, but you do not reduce the damage from stun batons
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H.physiology.stun_mod *= 0.3 //for those rare stuns
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H.physiology.stun_mod *= 0.3 //for those rare stuns
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H.physiology.pressure_mod *= 0.3 //go hang out with carp
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H.physiology.pressure_mod *= 0.3 //go hang out with carp
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H.physiology.cold_mod *= 0.3 //cold mods are different to burn mods, they do stack however
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H.physiology.cold_mod *= 0.3 //cold mods are different to burn mods, they do stack however
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@@ -154,8 +156,10 @@
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REMOVE_TRAIT(H, TRAIT_NOGUNS, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_NOGUNS, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
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REMOVE_TRAIT(H, TRAIT_TASED_RESISTANCE, SLEEP_CARP_TRAIT)
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H.physiology.brute_mod = initial(H.physiology.brute_mod)
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H.physiology.brute_mod = initial(H.physiology.brute_mod)
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H.physiology.burn_mod = initial(H.physiology.burn_mod)
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H.physiology.burn_mod = initial(H.physiology.burn_mod)
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H.physiology.stamina_mod = initial(H.physiology.stamina_mod)
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H.physiology.stun_mod = initial(H.physiology.stun_mod)
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H.physiology.stun_mod = initial(H.physiology.stun_mod)
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H.physiology.pressure_mod = initial(H.physiology.pressure_mod) //no more carpies
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H.physiology.pressure_mod = initial(H.physiology.pressure_mod) //no more carpies
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H.physiology.cold_mod = initial(H.physiology.cold_mod)
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H.physiology.cold_mod = initial(H.physiology.cold_mod)
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