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fix blood rise issue with bitePlayer
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5375693469
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@ -129,7 +129,7 @@ if (_doAttack) then {
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if (random 1 < _bloodpChance) then {
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_playerBloodPKeyFinal = "EPOCH_playerBloodP";
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if !(isNil "_playerBloodPKey") then {_playerBloodPKeyFinal = _playerBloodPKey};
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[_playerBloodPKeyFinal,_bloodpAmount,100,0] call EPOCH_fnc_setVariableLimited;
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[_playerBloodPKeyFinal,_bloodpAmount,190,0] call EPOCH_fnc_setVariableLimited;
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if !(_ppEffect isEqualTo []) then {
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[_ppEffect] spawn EPOCH_fnc_spawnEffects;
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};
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@ -5,15 +5,15 @@ interactAction: 0 = examine,
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2 = drink,
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3 = build,
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4 = refuel,
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5 = siphon,
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5 = siphon,
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6 = Soiled-25,
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7 = Warm+1,
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8 = Cold-1,
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9 = Energy 100,
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8 = Cold-1,
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9 = Energy 100,
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10 = Repair Light,
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11 = Repair Heavy,
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12 = base painting,
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13 = Heal Player,
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12 = base painting,
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13 = Heal Player,
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14 = Unpack Backpack,
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15 = Read
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interactAttributes[] = {
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@ -26,7 +26,7 @@ interactAttributes[] = {
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{"Toxicity",0},
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{"Stamina",0},
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{"Wet",0},
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{"BloodP",0}, // only increase is allowed
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{"BloodP",0},
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{"NotUsed",0},
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{"Alcohol",0},
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{"Radiation",0}
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@ -879,10 +879,10 @@ class CfgItemInteractions
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};
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class caffeinepills_epoch : FAK
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{
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interactAction = 1; // some type of boost system is needed as well as new action to feed it
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interactAction = 1; // some type of boost system is needed as well as new action to feed it
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interactText = "EAT";
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interactAttributes[] = {{"Thirst",-20},{"Stamina",50}};
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};
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class orlistat_epoch : FAK
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{
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