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Original file line number Diff line number Diff line change
Expand Up @@ -239,6 +239,8 @@
cooldown_length = 1 TURNS
var/activating = FALSE
var/saved_brute_mod = 1
var/saved_burn_mod = 1
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so doesnt this remove kindred's fire weakness

enter round with burn mod 2

activate tenebrous form, have burn mod 2 assigned (why?)

deactivate tenebrous form, now burn mod 1

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@Stutternov Stutternov May 29, 2026

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They don't use a burn mod, they use a heat mod. Can see here it's giving you 2x heat_mod to your physiology on vampire SPLAT but not burn_mod.

Shown here in game testing is your actuan burn mod, which is default 1 until you use Obten 5 (it then becomes 2)
image

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If we want it to use heat_mod I could do that, I think burn is just more fitting given heat requires you to be burning effectively - aka on fire - verses burn mod which just requires being hit by a lighter/welder/whatever.

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i dont get it

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@Stutternov Stutternov Jun 2, 2026

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Kindred do not have a burn damage modifier currently. They have a heat damage modifier. Burn mod =/= heat mod.

See the screenshot. Kindred have a 1 burn mod, but a 2x heat mod. Showed it on view variables.

var/saved_aggravated_mod = 1
var/saved_clone_mod = 1
var/saved_stamina_mod = 1
var/saved_brain_mod = 1
Expand Down Expand Up @@ -273,8 +275,10 @@
playsound(owner.loc, 'sound/effects/magic/voidblink.ogg', 50, FALSE)
saved_brute_mod = owner.physiology.brute_mod
owner.physiology.brute_mod = 0
//saved_clone_mod = owner.physiology.clone_mod
//owner.physiology.clone_mod = 0
saved_burn_mod = owner.physiology.burn_mod
owner.physiology.burn_mod = 2
saved_aggravated_mod= owner.physiology.aggravated_mod
owner.physiology.aggravated_mod = 0
saved_stamina_mod = owner.physiology.stamina_mod
owner.physiology.stamina_mod = 0
saved_brain_mod = owner.physiology.brain_mod
Expand All @@ -285,7 +289,8 @@
ADD_TRAIT(owner, TRAIT_PUSHIMMUNE, MAGIC_TRAIT)
ADD_TRAIT(owner, TRAIT_NOBLOOD, MAGIC_TRAIT)
ADD_TRAIT(owner, TRAIT_PACIFISM, MAGIC_TRAIT) // Can't physically attack while in this form
//ADD_TRAIT(owner, TRAIT_MOVE_FLYING, MAGIC_TRAIT) // Flying to simulate being unaffected by gravity
ADD_TRAIT(owner, TRAIT_MOVE_FLYING, MAGIC_TRAIT) // Flying to simulate being unaffected by gravity
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ADD_TRAIT(owner, TRAIT_PIERCEIMMUNE, MAGIC_TRAIT) //Stops bullets from embedding and taser electrodes no longer connect
owner.pass_flags |= (PASSDOORS | PASSTABLE | PASSSTRUCTURE) // Phase through doors & fences / tables / machines, dumpsters, barrels, lampposts


Expand All @@ -297,7 +302,8 @@
to_chat(owner, span_notice("You return to your normal form."))
playsound(owner.loc, 'sound/effects/magic/voidblink.ogg', 50, FALSE)
owner.physiology.brute_mod = saved_brute_mod
//owner.physiology.clone_mod = saved_clone_mod
owner.physiology.burn_mod = saved_burn_mod
owner.physiology.aggravated_mod = saved_aggravated_mod
owner.physiology.stamina_mod = saved_stamina_mod
owner.physiology.brain_mod = saved_brain_mod
animate(owner, color = initial(owner.color), time = 1 SECONDS, loop = 1)
Expand All @@ -306,7 +312,8 @@
REMOVE_TRAIT(owner, TRAIT_PUSHIMMUNE, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_NOBLOOD, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_PACIFISM, MAGIC_TRAIT)
//REMOVE_TRAIT(owner, TRAIT_MOVE_FLYING, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_MOVE_FLYING, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_PIERCEIMMUNE, MAGIC_TRAIT) //Stops bullets from embedding and taser electrodes no longer connect
owner.pass_flags &= ~(PASSDOORS | PASSTABLE | PASSSTRUCTURE)

owner.density = saved_density
Expand Down
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