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Stun batons always had to be powered off a cell, you could even use a slime cell or BS cell.
STUN BATONS
T2 and below - normal stun baton
T3 80% percent chance to make target jitter like new stun batons and 10% percent chance for targets to run into walls.
T4 like T3 but with higher chances yet to be decided.
Yellow slime - Like T2 but 5% chance the stun baton recharges inside the target and deals some burn or organ damage, for maximum shitsec.
Hypercharged - 10% chance of recharging inside target, 2% chance to cause a electrical stun like when you touch a wired grille.
FLASHES
Flashes don't need power-cells but can be attaches by using a screwdriver on the flash and cell.
(chance while adding a power-cell the flash flashes the user if codemans newest change gets the big thumbs up)
T1 cell and below- small chance to not use a charge on the flash (10%) (eg flash someone and the flash isn't closer to burning out) with a smaller chance of the flash discharging into the user instead (5%)
T2- Higher chances
T3-Higher chances
T4 same chance to not use a flash charge as T3, higher chance of self flashing, a small chance to make the target bump into walls
Yellow - same as T3 but the self flash goes through flash protection unless you have welding eyes
Hypercharged- same as yellow with a very small chance to go through welding eyes.
FLASHES WITH CELLS ARE CONSIDERED CONTRBAND AND SECURITY MAY NOT UPGRADE STUN BATONS AND FLASHES ABOVE T2 AND T1 UNLESS ITS CODE RED.
This issue has been inactive for long enough to be automatically marked as stale. If this was a bug report and hasn't been addressed yet, and is still a probelm, please don't hesitate to notify a maintainer.
--Issue ported over from old repository--
Original Creator: @Carlito-byte
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