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Counterrev implants no longer convert players. the amount of counterrev implants in vending machines and cargo has been upped by roughly half. #9836

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4 changes: 2 additions & 2 deletions code/modules/economy/supply_packs.dm
Expand Up @@ -1034,8 +1034,8 @@ ABSTRACT_TYPE(/datum/supply_packs)
name = "Counter-Revolutionary Kit"
desc = "Implanters and counter-revolutionary implants to supress rebellion against Nanotrasen."
category = "Security Department"
contains = list(/obj/item/implantcase/counterrev = 4,
/obj/item/implanter = 2)
contains = list(/obj/item/implantcase/counterrev = 6,
/obj/item/implanter = 3)
cost = 6000
containertype = /obj/storage/crate
containername = "Counter-Revolutionary Kit"
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4 changes: 2 additions & 2 deletions code/modules/vending/vending.dm
Expand Up @@ -1283,8 +1283,8 @@
product_list += new/datum/data/vending_product(/obj/item/device/pda2/security, 2)
product_list += new/datum/data/vending_product(/obj/item/sec_tape/vended, 3)
product_list += new/datum/data/vending_product(/obj/item/ammo/bullets/a38/stun, 2)
product_list += new/datum/data/vending_product(/obj/item/implantcase/counterrev, 3)
product_list += new/datum/data/vending_product(/obj/item/implanter, 1)
product_list += new/datum/data/vending_product(/obj/item/implantcase/counterrev, 5)
product_list += new/datum/data/vending_product(/obj/item/implanter, 2)
#ifdef RP_MODE
product_list += new/datum/data/vending_product(/obj/item/paper/book/from_file/space_law, 1)
#endif
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30 changes: 0 additions & 30 deletions code/obj/item/implant.dm
Expand Up @@ -460,36 +460,6 @@ THROWING DARTS
//src.on_remove(H)
//H.implant.Remove(src)
//src.set_loc(get_turf(H))
else if (H.mind in ticker.mode:revolutionaries)
H.TakeDamage("chest", 1, 1, 0)
H.changeStatus("weakened", 1 SECOND)
H.force_laydown_standup()
H.emote("scream")
playsound(H.loc, "sound/effects/electric_shock.ogg", 60, 0,0,pitch = 1.6)
Comment on lines -463 to -468
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I'd say probably best to leave this bit, so it's still obvious to those without sechuds that you've implanted a rev and need to follow up.

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Revs already get a custom sechud status effect + if youre going to have counterrevs constantly damage them then why not have it automatically convert so you dont get a bunch of dead revs, which is exactly the change that this change is going against

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This is the initial hit effect, not the damage over time. Removing that means anyone without sechuds will have zero way of knowing if the person they just implanted is a rev or not and will be forced to beat them just to find out.

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I think thats good, it encourages them to buddy up with secoffs/play defensively instead of offensively (which helps the offensively and likely lower population revs win)


do_process(var/mult = 1)
if (ticker?.mode && istype(ticker.mode, /datum/game_mode/revolution))
if (!ishuman(src.owner))
return
var/mob/living/carbon/human/H = src.owner
if (H.mind in ticker.mode:revolutionaries)
H.TakeDamage("chest", 1.5*mult, 1.5*mult, 0)
if (H.health < 0)
H.changeStatus("paralysis", 5 SECONDS)
H.force_laydown_standup()
H.show_text("<B>The [src] has successfuly deprogrammed your revolutionary spirit!</B>", "blue")

//heal a small amount for the trouble of bein critted via this thing
H.HealDamage("All", max(30 - H.health,0), 0)
H.HealDamage("All", 0, max(30 - H.health,0))

ticker.mode:remove_revolutionary(H.mind)
else
if (prob(30))
H.show_text("<B>The [src] burns and rattles inside your chest! It's attempting to force your loyalty to the heads of staff!</B>", "blue")
playsound(H.loc, "sound/effects/electric_shock_short.ogg", 60, 0,0,pitch = 0.8)
H.emote("twitch_v")

..()


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