Pepper makes you cough (#36358)
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@@ -173,6 +173,20 @@ public sealed class RespiratorSystem : EntitySystem
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_atmosSys.Merge(ev.Gas, outGas);
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}
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/// <summary>
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/// Returns true if the entity is above their SuffocationThreshold and alive.
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/// </summary>
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public bool IsBreathing(Entity<RespiratorComponent?> ent)
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{
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if (_mobState.IsIncapacitated(ent))
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return false;
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if (!Resolve(ent, ref ent.Comp))
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return false;
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return (ent.Comp.Saturation > ent.Comp.SuffocationThreshold);
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}
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/// <summary>
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/// Check whether or not an entity can metabolize inhaled air without suffocating or taking damage (i.e., no toxic
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/// gasses).
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@@ -0,0 +1,33 @@
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Shared.EntityEffects;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EntityEffects.EffectConditions;
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/// <summary>
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/// Condition for if the entity is successfully breathing.
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/// </summary>
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public sealed partial class Breathing : EntityEffectCondition
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{
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/// <summary>
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/// If true, the entity must not have trouble breathing to pass.
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/// </summary>
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[DataField]
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public bool IsBreathing = true;
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public override bool Condition(EntityEffectBaseArgs args)
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{
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if (!args.EntityManager.TryGetComponent(args.TargetEntity, out RespiratorComponent? respiratorComp))
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return !IsBreathing; // They do not breathe.
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var breathingState = args.EntityManager.System<RespiratorSystem>().IsBreathing((args.TargetEntity, respiratorComp));
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return IsBreathing == breathingState;
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}
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public override string GuidebookExplanation(IPrototypeManager prototype)
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{
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return Loc.GetString("reagent-effect-condition-guidebook-breathing",
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("isBreathing", IsBreathing));
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}
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}
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@@ -0,0 +1,31 @@
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using Content.Shared.Body.Components;
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using Content.Shared.EntityEffects;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EntityEffects.EffectConditions;
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/// <summary>
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/// Condition for if the entity is or isn't wearing internals.
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/// </summary>
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public sealed partial class Internals : EntityEffectCondition
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{
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/// <summary>
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/// To pass, the entity's internals must have this same state.
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/// </summary>
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[DataField]
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public bool UsingInternals = true;
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public override bool Condition(EntityEffectBaseArgs args)
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{
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if (!args.EntityManager.TryGetComponent(args.TargetEntity, out InternalsComponent? internalsComp))
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return !UsingInternals; // They have no internals to wear.
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var internalsState = internalsComp.GasTankEntity == null;
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return UsingInternals == internalsState;
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}
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public override string GuidebookExplanation(IPrototypeManager prototype)
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{
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return Loc.GetString("reagent-effect-condition-guidebook-internals", ("usingInternals", UsingInternals));
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}
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}
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@@ -8,34 +8,49 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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namespace Content.Server.EntityEffects.Effects;
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/// <summary>
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/// Tries to force someone to emote (scream, laugh, etc). Still respects whitelists/blacklists and other limits of the specified emote unless forced.
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/// Tries to force someone to emote (scream, laugh, etc). Still respects whitelists/blacklists and other limits unless specially forced.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class Emote : EntityEffect
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{
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[DataField("emote", customTypeSerializer: typeof(PrototypeIdSerializer<EmotePrototype>))]
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public string? EmoteId;
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/// <summary>
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/// The emote the entity will preform.
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/// </summary>
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[DataField("emote", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EmotePrototype>))]
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public string EmoteId;
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/// <summary>
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/// If the emote should be recorded in chat.
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/// </summary>
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[DataField]
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public bool ShowInChat;
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/// <summary>
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/// If the forced emote will be listed in the guidebook.
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/// </summary>
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[DataField]
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public bool ShowInGuidebook;
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/// <summary>
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/// If true, the entity will preform the emote even if they normally can't.
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/// </summary>
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[DataField]
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public bool Force = false;
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// JUSTIFICATION: Emoting is flavor, so same reason popup messages are not in here.
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> null;
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{
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if (!ShowInGuidebook)
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return null; // JUSTIFICATION: Emoting is mostly flavor, so same reason popup messages are not in here.
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return Loc.GetString("reagent-effect-guidebook-emote", ("chance", Probability), ("emote", EmoteId));
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}
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public override void Effect(EntityEffectBaseArgs args)
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{
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if (EmoteId == null)
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return;
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var chatSys = args.EntityManager.System<ChatSystem>();
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if (ShowInChat)
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chatSys.TryEmoteWithChat(args.TargetEntity, EmoteId, ChatTransmitRange.GhostRangeLimit, forceEmote: Force);
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else
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chatSys.TryEmoteWithoutChat(args.TargetEntity, EmoteId);
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}
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}
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@@ -62,3 +62,15 @@ reagent-effect-condition-guidebook-has-tag =
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} the tag {$tag}
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reagent-effect-condition-guidebook-this-reagent = this reagent
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reagent-effect-condition-guidebook-breathing =
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the metabolizer is { $isBreathing ->
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[true] breathing normally
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*[false] suffocating
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}
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reagent-effect-condition-guidebook-internals =
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the metabolizer is { $usingInternals ->
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[true] using internals
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*[false] breathing atmospheric air
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}
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@@ -258,6 +258,12 @@ reagent-effect-guidebook-electrocute =
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*[other] electrocute
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} the metabolizer for {NATURALFIXED($time, 3)} {MANY("second", $time)}
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reagent-effect-guidebook-emote =
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{ $chance ->
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[1] Will force
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*[other] force
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} the metabolizer to [bold][color=white]{$emote}[/color][/bold]
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reagent-effect-guidebook-extinguish-reaction =
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{ $chance ->
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[1] Extinguishes
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@@ -104,6 +104,25 @@
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flavor: peppery
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color: black
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recognizable: true
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metabolisms:
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Food:
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effects:
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- !type:Emote
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emote: Cough
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showInChat: true
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showInGuidebook: true
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probability: 0.05
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reactiveEffects:
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Acidic:
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methods: [ Touch ]
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effects:
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- !type:Emote
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emote: Cough
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showInGuidebook: true
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conditions:
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- !type:Breathing
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- !type:Internals
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usingInternals: false
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- type: reagent
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id: Vinegar
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@@ -314,6 +314,7 @@
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effects:
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- !type:Emote
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emote: Laugh
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showInGuidebook: true
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probability: 0.3
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- !type:PopupMessage
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type: Local
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@@ -336,6 +337,7 @@
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- !type:Emote
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emote: Weh
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showInChat: true
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showInGuidebook: true
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force: true
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probability: 0.5
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- !type:Polymorph
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@@ -368,6 +370,7 @@
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- !type:Emote
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emote: Hew
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showInChat: true
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showInGuidebook: true
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force: true
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probability: 0.5
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- !type:Polymorph
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@@ -570,6 +570,7 @@
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- !type:Emote
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emote: Honk
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showInChat: true
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showInGuidebook: true
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force: true
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probability: 0.2
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- !type:HealthChange
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