Editing Disruptor flare pack

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== Summary ==  
 
== Summary ==  
{{Stub|section=1|reason=1) effects section is wrong. 2) So. Many. Check Tags.}}  
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{{Stub|section=1|reason=So. Many. Check Tags.}}  
 
{{Image wanted|reason=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}}
 
{{Image wanted|reason=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}}
 
{{Image wanted|section=1|reason=Launch flare gizmo}}
 
{{Image wanted|section=1|reason=Launch flare gizmo}}
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Upon landing,{{Check Tag|Verify}} disruptor flares inflict the "disruptor flash" hediff on pawns within the {{P|Blast Radius}} tiles, stunning all pawns with a [[psychic sensitivity]] above 0%. This stun lasts for up to {{Ticks|1800}}{{Check Tag|Verify|Throwing it at human colonists resulted in much less than 30s; throwing it again soon after did not result in a stun; seemed to depend on psychic sensitivity}}, during which time the pawn cannot be stunned again. The flare also puts out [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered "Lit". The flare on the ground lasts for {{Ticks|14400}} before disappearing.  
 
Upon landing,{{Check Tag|Verify}} disruptor flares inflict the "disruptor flash" hediff on pawns within the {{P|Blast Radius}} tiles, stunning all pawns with a [[psychic sensitivity]] above 0%. This stun lasts for up to {{Ticks|1800}}{{Check Tag|Verify|Throwing it at human colonists resulted in much less than 30s; throwing it again soon after did not result in a stun; seemed to depend on psychic sensitivity}}, during which time the pawn cannot be stunned again. The flare also puts out [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered "Lit". The flare on the ground lasts for {{Ticks|14400}} before disappearing.  
  
The flare also reveals hostile{{Check Tag|Only?|Only hostiles?}} invisible entities,{{Check Tag|Only?|Only entities? What about psycast invisibility, what about rev spine invisiiblity}} such as the [[sightstealer]] and [[revenant]].{{Check Tag|When?|Is this only in the initial flash, or is this during its entire runtime}} It also renders pawns made invisible by [[revenant vertebrae]] visible.
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The flare also reveals hostile{{Check Tag|Only?|Only hostiles?}} invisible entities,{{Check Tag|Only?|Only entities? What about psycast invisibility, what about rev spine invisiiblity}} such as the [[sightstealer]] and [[revenant]].{{Check Tag|When?|Is this only in the initial flash, or is this during its entire runtime}}
  
 
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}
 
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}

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