Removes Virology (#8927)

-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.
This commit is contained in:
Kaedwuff
2020-06-05 20:27:46 +03:00
committed by GitHub
parent ed111cdfb6
commit 1529fa44c1
134 changed files with 1305 additions and 7852 deletions
-203
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@@ -1,203 +0,0 @@
#define SPECIAL -1
#define NON_CONTAGIOUS 0
#define BLOOD 1
#define CONTACT_FEET 2
#define CONTACT_HANDS 3
#define CONTACT_GENERAL 4
#define AIRBORNE 5
#define SCANNER 1
#define PANDEMIC 2
/*
IMPORTANT NOTE: Please delete the diseases by using cure() proc or qdel() instruction.
Diseases are referenced in a global list, so simply setting mob or obj vars
to null does not delete the object itself. Thank you.
*/
var/list/diseases = typesof(/datum/disease) - /datum/disease
/datum/disease
var/form = "Virus" //During medscans, what the disease is referred to as
var/name = "No disease"
var/stage = 1 //all diseases start at stage 1
var/max_stages = 0.0
var/cure = null
var/cure_id = null// reagent.id or list containing them
var/cure_list = null // allows for multiple possible cure combinations
var/cure_chance = 8//chance for the cure to do its job
var/spread = null //spread type description
var/initial_spread = null
var/spread_type = AIRBORNE
var/contagious_period = 0//the disease stage when it can be spread
var/list/affected_species = list()
var/mob/living/carbon/affected_mob = null //the mob which is affected by disease.
var/holder = null //the atom containing the disease (mob or obj)
var/carrier = 0.0 //there will be a small chance that the person will be a carrier
var/curable = 0 //can this disease be cured? (By itself...)
var/list/strain_data = list() //This is passed on to infectees
var/stage_prob = 4 // probability of advancing to next stage, default 4% per check
var/agent = "some microbes"//name of the disease agent
var/permeability_mod = 1//permeability modifier coefficient.
var/desc = null//description. Leave it null and this disease won't show in med records.
var/severity = null//severity descr
var/longevity = 150//time in "ticks" the virus stays in inanimate object (blood stains, corpses, etc). In syringes, bottles and beakers it stays infinitely.
var/list/hidden = list(0, 0)
var/can_carry = 1 // If the disease allows "carriers".
var/age = 0 // age of the disease in the current mob
var/stage_minimum_age = 0 // how old the disease must be to advance per stage
// if hidden[1] is true, then virus is hidden from medical scanners
// if hidden[2] is true, then virus is hidden from PANDEMIC machine
/datum/disease/proc/stage_act()
// Some species are immune to viruses entirely.
if(affected_mob && istype(affected_mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = affected_mob
if(H.species.virus_immune)
cure()
return
age++
var/cure_present = has_cure()
spread = (cure_present?"Remissive":initial_spread)
if(stage > max_stages)
stage = max_stages
if(!cure_present && prob(stage_prob) && age > stage_minimum_age) //now the disease shouldn't get back up to stage 4 in no time
stage = min(stage + 1, max_stages)
age = 0
else if(cure_present && prob(cure_chance))
stage = max(stage - 1, 1)
if(stage <= 1 && ((prob(1) && curable) || (cure_present && prob(cure_chance))))
cure()
return
return
/datum/disease/proc/has_cure()//check if affected_mob has required reagents.
if(!cure_id) return 0
var/result = 1
if(cure_list == list(cure_id))
if(istype(cure_id, /list))
for(var/C_id in cure_id)
if(!affected_mob.reagents.has_reagent(C_id))
result = 0
else if(!affected_mob.reagents.has_reagent(cure_id))
result = 0
else
for(var/C_list in cure_list)
if(istype(C_list, /list))
for(var/C_id in cure_id)
if(affected_mob.reagents != null)
result = 0
else if(!affected_mob.reagents.has_reagent(C_id))
result = 0
else if(affected_mob.reagents != null)
if(!affected_mob.reagents.has_reagent(C_list))
result = 0
return result
/datum/disease/proc/spread_by_touch()
switch(spread_type)
if(CONTACT_FEET, CONTACT_HANDS, CONTACT_GENERAL)
return 1
return 0
/datum/disease/proc/spread(var/atom/source=null, var/airborne_range = 2, var/force_spread)
// If we're overriding how we spread, say so here
var/how_spread = spread_type
if(force_spread)
how_spread = force_spread
if(how_spread == SPECIAL || how_spread == NON_CONTAGIOUS || how_spread == BLOOD)//does not spread
return
if(stage < contagious_period) //the disease is not contagious at this stage
return
if(!source)//no holder specified
if(affected_mob)//no mob affected holder
source = affected_mob
else //no source and no mob affected. Rogue disease. Break
return
if(affected_mob.reagents != null)
if(affected_mob)
if(CE_ANTIVIRAL in affected_mob.chem_effects)
return // Don't spread if we have deltamivir in our system.
var/check_range = airborne_range//defaults to airborne - range 2
if(how_spread != AIRBORNE && how_spread != SPECIAL)
check_range = 1 // everything else, like infect-on-contact things, only infect things on top of it
if(isturf(source.loc))
for(var/mob/living/carbon/M in oview(check_range, source))
if(isturf(M.loc))
if(AStar(source.loc, M.loc, /turf/proc/AdjacentTurfs, /turf/proc/Distance, check_range))
M.contract_disease(src, 0, 1, force_spread)
return
/datum/disease/process()
if(!holder)
STOP_PROCESSING(SSdisease, src)
return
if(prob(65))
spread(holder)
if(affected_mob)
for(var/datum/disease/D in affected_mob.viruses)
if(D != src)
if(IsSame(D))
//error("Deleting [D.name] because it's the same as [src.name].")
qdel(D) // if there are somehow two viruses of the same kind in the system, delete the other one
if(holder == affected_mob)
if(affected_mob.stat != DEAD) //he's alive
stage_act()
else //he's dead.
if(spread_type!=SPECIAL)
spread_type = CONTACT_GENERAL
affected_mob = null
if(!affected_mob) //the virus is in inanimate obj
if(prob(70))
if(--longevity<=0)
cure(0)
return
/datum/disease/proc/cure(var/resistance=1)//if resistance = 0, the mob won't develop resistance to disease
if(affected_mob)
if(resistance && !(type in affected_mob.resistances))
var/saved_type = "[type]"
affected_mob.resistances += text2path(saved_type)
/*if(istype(src, /datum/disease/alien_embryo)) //Get rid of the infection flag if it's a xeno embryo.
affected_mob.status_flags &= ~(XENO_HOST)*/
affected_mob.viruses -= src //remove the datum from the list
qdel(src) //delete the datum to stop it processing
return
/datum/disease/New(var/process=1, var/datum/disease/D)//process = 1 - adding the object to global list. List is processed by master controller.
cure_list = list(cure_id) // to add more cures, add more vars to this list in the actual disease's New()
if(process) // Viruses in list are considered active.
START_PROCESSING(SSdisease, src)
initial_spread = spread
/datum/disease/Destroy()
STOP_PROCESSING(SSdisease, src)
return ..()
/datum/disease/proc/IsSame(var/datum/disease/D)
if(istype(src, D.type))
return 1
return 0
/datum/disease/proc/Copy(var/process = 0)
return new type(process, src)
-424
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@@ -1,424 +0,0 @@
/*
Advance Disease is a system for Virologist to Engineer their own disease with symptoms that have effects and properties
which add onto the overall disease.
If you need help with creating new symptoms or expanding the advance disease, ask for Giacom on #coderbus.
*/
#define RANDOM_STARTING_LEVEL 2
var/list/archive_diseases = list()
// The order goes from easy to cure to hard to cure.
var/list/advance_cures = list(
"nutriment", "sugar", "orangejuice",
"deltamivir", "kelotane", "ethanol",
"leporazine", "synaptizine", "lipozine",
"silver", "gold", "phoron"
)
/*
PROPERTIES
*/
/datum/disease/advance
name = "Unknown" // We will always let our Virologist name our disease.
desc = "An engineered disease which can contain a multitude of symptoms."
form = "Advance Disease" // Will let med-scanners know that this disease was engineered.
agent = "advance microbes"
max_stages = 5
spread = "Unknown"
affected_species = list("Human","Monkey")
// NEW VARS
var/list/symptoms = list() // The symptoms of the disease.
var/list/properties = list() // List of properties
var/id = ""
var/processing = 0
/*
OLD PROCS
*/
/datum/disease/advance/New(var/process = 1, var/datum/disease/advance/D)
// Setup our dictionary if it hasn't already.
if(!dictionary_symptoms.len)
for(var/symp in list_symptoms)
var/datum/symptom/S = new symp
dictionary_symptoms[S.id] = symp
if(!istype(D))
D = null
// Generate symptoms if we weren't given any.
if(!symptoms || !symptoms.len)
if(!D || !D.symptoms || !D.symptoms.len)
symptoms = GenerateSymptoms()
else
for(var/datum/symptom/S in D.symptoms)
symptoms += new S.type
Refresh()
..(process, D)
return
/datum/disease/advance/Destroy()
if(processing)
for(var/datum/symptom/S in symptoms)
S.End(src)
return ..()
// Randomly pick a symptom to activate.
/datum/disease/advance/stage_act()
..()
if(symptoms && symptoms.len)
if(!processing)
processing = 1
for(var/datum/symptom/S in symptoms)
S.Start(src)
for(var/datum/symptom/S in symptoms)
S.Activate(src)
else
CRASH("We do not have any symptoms during stage_act()!")
// Compares type then ID.
/datum/disease/advance/IsSame(var/datum/disease/advance/D)
if(!(istype(D, /datum/disease/advance)))
return 0
if(src.GetDiseaseID() != D.GetDiseaseID())
return 0
return 1
// To add special resistances.
/datum/disease/advance/cure(var/resistance=1)
if(affected_mob)
var/id = "[GetDiseaseID()]"
if(resistance && !(id in affected_mob.resistances))
affected_mob.resistances[id] = id
affected_mob.viruses -= src //remove the datum from the list
qdel(src) //delete the datum to stop it processing
return
// Returns the advance disease with a different reference memory.
/datum/disease/advance/Copy(var/process = 0)
return new /datum/disease/advance(process, src, 1)
/*
NEW PROCS
*/
// Mix the symptoms of two diseases (the src and the argument)
/datum/disease/advance/proc/Mix(var/datum/disease/advance/D)
if(!(src.IsSame(D)))
var/list/possible_symptoms = shuffle(D.symptoms)
for(var/datum/symptom/S in possible_symptoms)
AddSymptom(new S.type)
/datum/disease/advance/proc/HasSymptom(var/datum/symptom/S)
for(var/datum/symptom/symp in symptoms)
if(symp.id == S.id)
return 1
return 0
// Will generate new unique symptoms, use this if there are none. Returns a list of symptoms that were generated.
/datum/disease/advance/proc/GenerateSymptoms(var/type_level_limit = RANDOM_STARTING_LEVEL, var/amount_get = 0)
var/list/generated = list() // Symptoms we generated.
// Generate symptoms. By default, we only choose non-deadly symptoms.
var/list/possible_symptoms = list()
for(var/symp in list_symptoms)
var/datum/symptom/S = new symp
if(S.level <= type_level_limit)
if(!HasSymptom(S))
possible_symptoms += S
if(!possible_symptoms.len)
return
//error("Advance Disease - We weren't able to get any possible symptoms in GenerateSymptoms([type_level_limit], [amount_get])")
// Random chance to get more than one symptom
var/number_of = amount_get
if(!amount_get)
number_of = 1
while(prob(20))
number_of += 1
for(var/i = 1; number_of >= i; i++)
var/datum/symptom/S = pick(possible_symptoms)
generated += S
possible_symptoms -= S
return generated
/datum/disease/advance/proc/Refresh(var/new_name = 0)
GenerateProperties()
AssignProperties(properties)
if(!archive_diseases[GetDiseaseID()])
if(new_name)
AssignName()
archive_diseases[GetDiseaseID()] = src // So we don't infinite loop
archive_diseases[GetDiseaseID()] = new /datum/disease/advance(0, src, 1)
var/datum/disease/advance/A = archive_diseases[GetDiseaseID()]
AssignName(A.name)
//Generate disease properties based on the effects. Returns an associated list.
/datum/disease/advance/proc/GenerateProperties()
if(!symptoms || !symptoms.len)
CRASH("We did not have any symptoms before generating properties.")
for(var/datum/symptom/S in symptoms)
properties["resistance"] += S.resistance
properties["stealth"] += S.stealth
properties["stage_rate"] += S.stage_speed
properties["transmittable"] += S.transmittable
properties["severity"] = max(properties["severity"], S.level) // severity is based on the highest level symptom
// Assign the properties that are in the list.
/datum/disease/advance/proc/AssignProperties(var/list/properties = list())
if(properties && properties.len)
hidden = list( (properties["stealth"] > 2), (properties["stealth"] > 3) )
// The more symptoms we have, the less transmittable it is but some symptoms can make up for it.
SetSpread(Clamp(properties["transmittable"] - symptoms.len, BLOOD, AIRBORNE))
permeability_mod = max(Ceiling(0.4 * properties["transmittable"]), 1)
cure_chance = 15 - Clamp(properties["resistance"], -5, 5) // can be between 10 and 20
stage_prob = max(properties["stage_rate"], 2)
SetSeverity(properties["severity"])
GenerateCure(properties)
else
CRASH("Our properties were empty or null!")
// Assign the spread type and give it the correct description.
/datum/disease/advance/proc/SetSpread(var/spread_id)
switch(spread_id)
if(NON_CONTAGIOUS)
spread = "None"
if(SPECIAL)
spread = "None"
if(CONTACT_GENERAL, CONTACT_HANDS, CONTACT_FEET)
spread = "On contact"
if(AIRBORNE)
spread = "Airborne"
if(BLOOD)
spread = "Blood"
spread_type = spread_id
/datum/disease/advance/proc/SetSeverity(var/level_sev)
switch(level_sev)
if(-INFINITY to 0)
severity = "Non-Threat"
if(1)
severity = "Minor"
if(2)
severity = "Medium"
if(3)
severity = "Harmful"
if(4)
severity = "Dangerous!"
if(5 to INFINITY)
severity = "BIOHAZARD THREAT!"
else
severity = "Unknown"
// Will generate a random cure, the less resistance the symptoms have, the harder the cure.
/datum/disease/advance/proc/GenerateCure(var/list/properties = list())
if(properties && properties.len)
var/res = Clamp(properties["resistance"] - (symptoms.len / 2), 1, advance_cures.len)
cure_id = advance_cures[res]
// Get the cure name from the cure_id
var/datum/reagent/D = SSchemistry.chemical_reagents[cure_id]
cure = D.name
return
// Randomly generate a symptom, has a chance to lose or gain a symptom.
/datum/disease/advance/proc/Evolve(var/level = 2)
var/s = safepick(GenerateSymptoms(level, 1))
if(s)
AddSymptom(s)
Refresh(1)
return
// Randomly remove a symptom.
/datum/disease/advance/proc/Devolve()
if(symptoms.len > 1)
var/s = safepick(symptoms)
if(s)
RemoveSymptom(s)
Refresh(1)
return
// Name the disease.
/datum/disease/advance/proc/AssignName(var/name = "Unknown")
src.name = name
return
// Return a unique ID of the disease.
/datum/disease/advance/proc/GetDiseaseID()
var/list/L = list()
for(var/datum/symptom/S in symptoms)
L += S.id
L = sortList(L) // Sort the list so it doesn't matter which order the symptoms are in.
var/result = jointext(L, ":")
id = result
return result
// Add a symptom, if it is over the limit (with a small chance to be able to go over)
// we take a random symptom away and add the new one.
/datum/disease/advance/proc/AddSymptom(var/datum/symptom/S)
if(HasSymptom(S))
return
if(symptoms.len < 5 + rand(-1, 1))
symptoms += S
else
RemoveSymptom(pick(symptoms))
symptoms += S
return
// Simply removes the symptom.
/datum/disease/advance/proc/RemoveSymptom(var/datum/symptom/S)
symptoms -= S
return
/*
Static Procs
*/
// Mix a list of advance diseases and return the mixed result.
/proc/Advance_Mix(var/list/D_list)
var/list/diseases = list()
for(var/datum/disease/advance/A in D_list)
diseases += A.Copy()
if(!diseases.len)
return null
if(diseases.len <= 1)
return pick(diseases) // Just return the only entry.
var/i = 0
// Mix our diseases until we are left with only one result.
while(i < 20 && diseases.len > 1)
i++
var/datum/disease/advance/D1 = pick(diseases)
diseases -= D1
var/datum/disease/advance/D2 = pick(diseases)
D2.Mix(D1)
// Should be only 1 entry left, but if not let's only return a single entry
var/datum/disease/advance/to_return = pick(diseases)
to_return.Refresh(1)
return to_return
/proc/SetViruses(var/datum/reagent/R, var/list/data)
if(data)
var/list/preserve = list()
if(istype(data) && data["viruses"])
for(var/datum/disease/A in data["viruses"])
preserve += A.Copy()
R.data = data.Copy()
else
R.data = data
if(preserve.len)
R.data["viruses"] = preserve
/proc/AdminCreateVirus(var/mob/user)
var/i = 5
var/datum/disease/advance/D = new(0, null)
D.symptoms = list()
var/list/symptoms = list()
symptoms += "Done"
symptoms += list_symptoms.Copy()
do
var/symptom = input(user, "Choose a symptom to add ([i] remaining)", "Choose a Symptom") in symptoms
if(istext(symptom))
i = 0
else if(ispath(symptom))
var/datum/symptom/S = new symptom
if(!D.HasSymptom(S))
D.symptoms += S
i -= 1
while(i > 0)
if(D.symptoms.len > 0)
var/new_name = sanitizeSafe(input(user, "Name your new disease.", "New Name"), MAX_NAME_LEN)
D.AssignName(new_name)
D.Refresh()
for(var/datum/disease/advance/AD in SSdisease.processing)
AD.Refresh()
for(var/mob/living/carbon/human/H in shuffle(living_mob_list))
if(H.z != 1)
continue
if(!H.has_disease(D))
H.contract_disease(D, 1)
break
var/list/name_symptoms = list()
for(var/datum/symptom/S in D.symptoms)
name_symptoms += S.name
message_admins("[key_name_admin(user)] has triggered a custom virus outbreak of [D.name]! It has these symptoms: [english_list(name_symptoms)]")
/datum/disease/advance/proc/totalStageSpeed()
return properties["stage_rate"]
/datum/disease/advance/proc/totalStealth()
return properties["stealth"]
/datum/disease/advance/proc/totalResistance()
return properties["resistance"]
/datum/disease/advance/proc/totalTransmittable()
return properties["transmittable"]
/*
/mob/verb/test()
for(var/datum/disease/D in SSdisease.processing)
to_chat(src, "<a href='?_src_=vars;Vars=\ref[D]'>[D.name] - [D.holder]</a>")
*/
#undef RANDOM_STARTING_LEVEL
-43
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@@ -1,43 +0,0 @@
// Cold
/datum/disease/advance/cold/New(var/process = 1, var/datum/disease/advance/D, var/copy = 0)
if(!D)
name = "Cold"
symptoms = list(new/datum/symptom/sneeze)
..(process, D, copy)
// Flu
/datum/disease/advance/flu/New(var/process = 1, var/datum/disease/advance/D, var/copy = 0)
if(!D)
name = "Flu"
symptoms = list(new/datum/symptom/cough)
..(process, D, copy)
// Voice Changing
/datum/disease/advance/voice_change/New(var/process = 1, var/datum/disease/advance/D, var/copy = 0)
if(!D)
name = "Epiglottis Mutation"
symptoms = list(new/datum/symptom/voice_change)
..(process, D, copy)
// Toxin Filter
/datum/disease/advance/heal/New(var/process = 1, var/datum/disease/advance/D, var/copy = 0)
if(!D)
name = "Liver Enhancer"
symptoms = list(new/datum/symptom/heal)
..(process, D, copy)
// Hullucigen
/datum/disease/advance/hullucigen/New(var/process = 1, var/datum/disease/advance/D, var/copy = 0)
if(!D)
name = "Reality Impairment"
symptoms = list(new/datum/symptom/hallucigen)
..(process, D, copy)
@@ -1,39 +0,0 @@
/*
//////////////////////////////////////
Confusion
Little bit hidden.
Lowers resistance.
Decreases stage speed.
Not very transmittable.
Intense Level.
Bonus
Makes the affected mob be confused for short periods of time.
//////////////////////////////////////
*/
/datum/symptom/confusion
name = "Confusion"
stealth = 1
resistance = -1
stage_speed = -3
transmittable = 0
level = 4
/datum/symptom/confusion/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/carbon/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
to_chat(M, "<span class='notice'>[pick("You feel confused.", "You forgot what you were thinking about.")]</span>")
else
to_chat(M, "<span class='notice'>You are unable to think straight!</span>")
M.confused = min(100, M.confused + 2)
return
@@ -1,39 +0,0 @@
/*
//////////////////////////////////////
Coughing
Noticable.
Little Resistance.
Doesn't increase stage speed much.
Transmittable.
Low Level.
BONUS
Will force the affected mob to drop small items!
//////////////////////////////////////
*/
/datum/symptom/cough
name = "Cough"
stealth = -1
resistance = 3
stage_speed = 1
transmittable = 2
level = 1
/datum/symptom/cough/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3)
to_chat(M, "<span notice='notice'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>")
else
M.emote("cough")
var/obj/item/I = M.get_active_hand()
if(I && I.w_class < 3)
M.drop_from_inventory(I)
return
@@ -1,43 +0,0 @@
/*
//////////////////////////////////////
Damage Converter
Little bit hidden.
Lowers resistance tremendously.
Decreases stage speed tremendously.
Reduced transmittablity
Intense Level.
Bonus
Slowly converts brute/fire damage to toxin.
//////////////////////////////////////
*/
/datum/symptom/damage_converter
name = "Toxic Compensation"
stealth = 1
resistance = -4
stage_speed = -4
transmittable = -2
level = 4
/datum/symptom/damage_converter/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(4, 5)
Convert(M)
return
/datum/symptom/damage_converter/proc/Convert(var/mob/living/M)
if(M.getFireLoss() < M.getMaxHealth() || M.getBruteLoss() < M.getMaxHealth())
var/get_damage = rand(1, 2)
M.adjustFireLoss(-get_damage)
M.adjustBruteLoss(-get_damage)
M.adjustToxLoss(get_damage)
return 1
@@ -1,37 +0,0 @@
/*
//////////////////////////////////////
Dizziness
Hidden.
Lowers resistance considerably.
Decreases stage speed.
Reduced transmittability
Intense Level.
Bonus
Shakes the affected mob's screen for short periods.
//////////////////////////////////////
*/
/datum/symptom/dizzy // Not the egg
name = "Dizziness"
stealth = 2
resistance = -2
stage_speed = -3
transmittable = -1
level = 4
/datum/symptom/dizzy/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
to_chat(M, "<span class='notice'>[pick("You feel dizzy.", "Your head starts spinning.")]</span>")
else
to_chat(M, "<span class='notice'>You are unable to look straight!</span>")
M.make_dizzy(5)
return
@@ -1,36 +0,0 @@
/*
//////////////////////////////////////
Fever
No change to hidden.
Increases resistance.
Increases stage speed.
Little transmittable.
Low level.
Bonus
Heats up your body.
//////////////////////////////////////
*/
/datum/symptom/fever
name = "Fever"
stealth = 0
resistance = 3
stage_speed = 3
transmittable = 2
level = 2
/datum/symptom/fever/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/carbon/M = A.affected_mob
var/alberyk1 = "<span class='notice'>[pick("You feel hot.", "You feel like you're burning.")]</span>"
to_chat(M, alberyk1)
if(M.bodytemperature < BODYTEMP_HEAT_DAMAGE_LIMIT)
M.bodytemperature = min(M.bodytemperature + (20 * A.stage), BODYTEMP_HEAT_DAMAGE_LIMIT - 1)
return
@@ -1,37 +0,0 @@
/*
//////////////////////////////////////
Hallucigen
Very noticable.
Lowers resistance considerably.
Decreases stage speed.
Reduced transmittable.
Critical Level.
Bonus
Makes the affected mob be hallucinated for short periods of time.
//////////////////////////////////////
*/
/datum/symptom/hallucigen
name = "Hallucigen"
stealth = -2
resistance = -3
stage_speed = -3
transmittable = -1
level = 5
/datum/symptom/hallucigen/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/carbon/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
to_chat(M, "<span class='notice'>[pick("You notice someone in the corner of your eye.", "Is that footsteps?.")]</span>")
else
M.hallucination += 5
return
@@ -1,33 +0,0 @@
/*
//////////////////////////////////////
Headache
Noticable.
Highly resistant.
Increases stage speed.
Not transmittable.
Low Level.
BONUS
Displays an annoying message!
Should be used for buffing your disease.
//////////////////////////////////////
*/
/datum/symptom/headache
name = "Headache"
stealth = -1
resistance = 4
stage_speed = 2
transmittable = 0
level = 1
/datum/symptom/headache/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
to_chat(M, "<span class='notice'>[pick("Your head hurts.", "Your head starts pounding.")]</span>")
return
@@ -1,40 +0,0 @@
/*
//////////////////////////////////////
Healing
Little bit hidden.
Lowers resistance tremendously.
Decreases stage speed tremendously.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Heals toxins in the affected mob's blood stream.
//////////////////////////////////////
*/
/datum/symptom/heal
name = "Toxic Filter"
stealth = 1
resistance = -4
stage_speed = -4
transmittable = -4
level = 6
/datum/symptom/heal/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(4, 5)
Heal(M)
return
/datum/symptom/heal/proc/Heal(var/mob/living/M)
var/get_damage = rand(1, 2)
M.adjustToxLoss(-get_damage)
return 1
@@ -1,33 +0,0 @@
/*
//////////////////////////////////////
Itching
Not noticable or unnoticable.
Resistant.
Increases stage speed.
Little transmittable.
Low Level.
BONUS
Displays an annoying message!
Should be used for buffing your disease.
//////////////////////////////////////
*/
/datum/symptom/itching
name = "Itching"
stealth = 0
resistance = 3
stage_speed = 3
transmittable = 1
level = 1
/datum/symptom/itching/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
to_chat(M, "<span class='notice'>Your [pick("back", "arm", "leg", "elbow", "head")] itches.</span>")
return
@@ -1,35 +0,0 @@
/*
//////////////////////////////////////
Shivering
No change to hidden.
Increases resistance.
Increases stage speed.
Little transmittable.
Low level.
Bonus
Cools down your body.
//////////////////////////////////////
*/
/datum/symptom/shivering
name = "Shivering"
stealth = 0
resistance = 2
stage_speed = 2
transmittable = 2
level = 2
/datum/symptom/shivering/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/carbon/M = A.affected_mob
to_chat(M, "<span class='notice'>[pick("You feel cold.", "You start shaking from the cold.")]</span>")
if(M.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
M.bodytemperature = min(M.bodytemperature - (20 * A.stage), BODYTEMP_COLD_DAMAGE_LIMIT + 1)
return
@@ -1,38 +0,0 @@
/*
//////////////////////////////////////
Sneezing
Very Noticable.
Increases resistance.
Doesn't increase stage speed.
Very transmittable.
Low Level.
Bonus
Forces a spread type of AIRBORNE
with extra range!
//////////////////////////////////////
*/
/datum/symptom/sneeze
name = "Sneezing"
stealth = -2
resistance = 3
stage_speed = 0
transmittable = 4
level = 1
/datum/symptom/sneeze/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3)
M.emote("sniff")
else
M.emote("sneeze")
A.spread(A.holder, 5, AIRBORNE)
return
@@ -1,38 +0,0 @@
// Symptoms are the effects that engineered advanced diseases do.
var/list/list_symptoms = typesof(/datum/symptom) - /datum/symptom
var/list/dictionary_symptoms = list()
var/global/const/SYMPTOM_ACTIVATION_PROB = 3
/datum/symptom
// Buffs/Debuffs the symptom has to the overall engineered disease.
var/name = ""
var/stealth = 0
var/resistance = 0
var/stage_speed = 0
var/transmittable = 0
// The type level of the symptom. Higher is more lethal and harder to generate.
var/level = 0
// The hash tag for our diseases, we will add it up with our other symptoms to get a unique id! ID MUST BE UNIQUE!!!
var/id = ""
/datum/symptom/New()
var/list/S = list_symptoms
for(var/i = 1; i <= S.len; i++)
if(src.type == S[i])
id = "[i]"
return
CRASH("We couldn't assign an ID!")
// Called when processing of the advance disease, which holds this symptom, starts.
/datum/symptom/proc/Start(var/datum/disease/advance/A)
return
// Called when the advance disease is going to be deleted or when the advance disease stops processing.
/datum/symptom/proc/End(var/datum/disease/advance/A)
return
/datum/symptom/proc/Activate(var/datum/disease/advance/A)
return
@@ -1,54 +0,0 @@
/*
//////////////////////////////////////
Voice Change
Very Very noticable.
Lowers resistance considerably.
Decreases stage speed.
Reduced transmittable.
Fatal Level.
Bonus
Changes the voice of the affected mob. Causing confusion in communication.
//////////////////////////////////////
*/
/datum/symptom/voice_change
name = "Voice Change"
stealth = -2
resistance = -3
stage_speed = -3
transmittable = -1
level = 6
/datum/symptom/voice_change/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/carbon/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
to_chat(M, "<span class='notice'>[pick("Your throat hurts.", "You clear your throat.")]</span>")
else
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/random_name = ""
switch(H.gender)
if(MALE)
random_name = pick(first_names_male)
else
random_name = pick(first_names_female)
random_name += " [pick(last_names)]"
H.SetSpecialVoice(random_name)
return
/datum/symptom/voice_change/End(var/datum/disease/advance/A)
..()
if(ishuman(A.affected_mob))
var/mob/living/carbon/human/H = A.affected_mob
H.UnsetSpecialVoice()
return
@@ -1,92 +0,0 @@
/*
//////////////////////////////////////
Vomiting
Very Very Noticable.
Decreases resistance.
Doesn't increase stage speed.
Little transmittable.
Medium Level.
Bonus
Forces the affected mob to vomit!
Meaning your disease can spread via
people walking on vomit.
Makes the affected mob lose nutrition and
heal toxin damage.
//////////////////////////////////////
*/
/datum/symptom/vomit
name = "Vomiting"
stealth = -2
resistance = -1
stage_speed = 0
transmittable = 1
level = 3
/datum/symptom/vomit/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB / 2))
var/mob/living/carbon/human/M = A.affected_mob
if(!istype(M))
return
switch(A.stage)
if(1, 2, 3, 4)
var/message = pick("You feel nauseous.", "You feel like you're going to throw up!")
to_chat(M, "<span class='notice'>[message]</span>")
else
vomit(M)
return
/datum/symptom/vomit/proc/vomit(var/mob/living/carbon/human/M)
if(!istype(M))
return
M.vomit()
/*
//////////////////////////////////////
Vomiting Blood
Very Very Noticable.
Decreases resistance.
Decreases stage speed.
Little transmittable.
Intense level.
Bonus
Forces the affected mob to vomit blood!
Meaning your disease can spread via
people walking on the blood.
Makes the affected mob lose health.
//////////////////////////////////////
*/
/datum/symptom/vomit/blood
name = "Blood Vomiting"
stealth = -2
resistance = -1
stage_speed = -1
transmittable = 1
level = 4
/datum/symptom/vomit/blood/vomit(var/mob/living/carbon/human/M)
M.Stun(1)
M.visible_message("<B>[M]</B> vomits on the floor!")
// They lose blood and health.
var/brute_dam = M.getBruteLoss()
if(brute_dam < 50)
M.adjustBruteLoss(3)
var/turf/simulated/pos = get_turf(M)
pos.add_blood_floor(M)
playsound(pos, 'sound/effects/splat.ogg', 50, 1)
@@ -1,119 +0,0 @@
/*
//////////////////////////////////////
Weight Gain
Very Very Noticable.
Decreases resistance.
Decreases stage speed.
Reduced transmittable.
Intense Level.
Bonus
Increases the weight gain of the mob,
forcing it to eventually turn fat.
//////////////////////////////////////
*/
/datum/symptom/weight_gain
name = "Weight Gain"
stealth = -3
resistance = -3
stage_speed = -2
transmittable = -2
level = 4
/datum/symptom/weight_gain/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
to_chat(M, "<span class='notice'>[pick("You feel blubbery.", "You feel full.")]</span>")
else
M.overeatduration = min(M.overeatduration + 100, 600)
M.adjustNutritionLoss(-100)
return
/*
//////////////////////////////////////
Weight Loss
Very Very Noticable.
Decreases resistance.
Decreases stage speed.
Reduced Transmittable.
High level.
Bonus
Decreases the weight of the mob,
forcing it to be skinny.
//////////////////////////////////////
*/
/datum/symptom/weight_loss
name = "Weight Loss"
stealth = -3
resistance = -2
stage_speed = -2
transmittable = -2
level = 3
/datum/symptom/weight_loss/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
to_chat(M, "<span class='notice'>[pick("You feel hungry.", "You crave for food.")]</span>")
else
to_chat(M, "<span class='notice'>Your stomach rumbles.</span>")
M.overeatduration = max(M.overeatduration - 100, 0)
M.adjustNutritionLoss(100)
return
/*
//////////////////////////////////////
Weight Even
Very Noticable.
Decreases resistance.
Decreases stage speed.
Reduced transmittable.
High level.
Bonus
Causes the weight of the mob to
be even, meaning eating isn't
required anymore.
//////////////////////////////////////
*/
/datum/symptom/weight_even
name = "Weight Even"
stealth = -3
resistance = -2
stage_speed = -2
transmittable = -2
level = 4
/datum/symptom/weight_loss/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(4, 5)
M.overeatduration = 0
M.adjustNutritionLoss(-M.max_nutrition)
return
-153
View File
@@ -1,153 +0,0 @@
//affected_mob.contract_disease(new /datum/disease/alien_embryo)
//cael - retained this file for legacy reference, see code\modules\mob\living\carbon\alien\special\alien_embryo.dm for replacement
//Our own special process so that dead hosts still chestburst
/datum/disease/alien_embryo/process()
if(!holder) return
if(holder == affected_mob)
stage_act()
if(affected_mob)
if(affected_mob.stat == DEAD)
if(prob(50))
if(--longevity<=0)
cure(0)
else //the virus is in inanimate obj
cure(0)
return
/datum/disease/alien_embryo/New()
..()
/* Special Hud for xenos */
spawn(0)
if (affected_mob)
AddInfectionImages(affected_mob)
/datum/disease/alien_embryo/cure(var/resistance=1)
..()
spawn(0)
if (affected_mob)
RemoveInfectionImages(affected_mob)
/datum/disease/alien_embryo
name = "Unidentified Foreign Body"
max_stages = 5
spread = "None"
spread_type = SPECIAL
cure = "Unknown"
cure_id = list("lexorin","toxin","gargleblaster")
cure_chance = 50
affected_species = list("Human", "Monkey")
permeability_mod = 15//likely to infect
can_carry = 0
stage_prob = 3
var/gibbed = 0
stage_minimum_age = 300
/datum/disease/alien_embryo/stage_act()
..()
switch(stage)
if(2, 3)
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your throat feels sore.</span>")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Mucous runs down the back of your throat.</span>")
if(4)
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(2))
to_chat(affected_mob, "<span class='warning'>Your muscles ache.</span>")
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(2))
to_chat(affected_mob, "<span class='warning'>Your stomach hurts.</span>")
if(prob(20))
affected_mob.adjustToxLoss(1)
affected_mob.updatehealth()
if(5)
to_chat(affected_mob, "<span class='danger'>You feel something tearing its way out of your stomach...</span>")
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(50))
if(gibbed != 0) return 0
var/list/candidates = get_alien_candidates()
var/picked = null
// To stop clientless larva, we will check that our host has a client
// if we find no ghosts to become the alien. If the host has a client
// he will become the alien but if he doesn't then we will set the stage
// to 2, so we don't do a process heavy check everytime.
if(candidates.len)
picked = pick(candidates)
else if(affected_mob.client)
picked = affected_mob.key
else
stage = 2 // Let's try again later.
return
var/mob/living/carbon/alien/larva/new_xeno = new(affected_mob.loc)
new_xeno.key = picked
new_xeno << sound('sound/voice/hiss5.ogg',0,0,0,100) //To get the player's attention
affected_mob.gib()
src.cure(0)
gibbed = 1
return
/datum/disease/alien_embryo/stage_change(var/old_stage)
RefreshInfectionImage()
/*----------------------------------------
Proc: RefreshInfectionImage()
Des: Removes all infection images from aliens and places an infection image on all infected mobs for aliens.
----------------------------------------*/
/datum/disease/alien_embryo/proc/RefreshInfectionImage()
spawn(0)
for (var/mob/living/carbon/alien/alien in player_list)
if (alien.client)
for(var/image/I in alien.client.images)
if(dd_hasprefix_case(I.icon_state, "infected"))
qdel(I)
for (var/mob/living/carbon/alien/alien in player_list)
if (alien.client)
for (var/mob/living/carbon/C in mob_list)
if(C)
if (C.status_flags & XENO_HOST)
var/I = image('icons/mob/alien.dmi', loc = C, icon_state = "infected[stage]")
alien.client.images += I
return
/*----------------------------------------
Proc: AddInfectionImages(C)
Des: Checks if the passed mob (C) is infected with the alien egg, then gives each alien client an infected image at C.
----------------------------------------*/
/datum/disease/alien_embryo/proc/AddInfectionImages(var/mob/living/carbon/C)
if (C)
for (var/mob/living/carbon/alien/alien in player_list)
if (alien.client)
if (C.status_flags & XENO_HOST)
var/I = image('icons/mob/alien.dmi', loc = C, icon_state = "infected[stage]")
alien.client.images += I
return
/*----------------------------------------
Proc: RemoveInfectionImage(C)
Des: Removes the alien infection image from all aliens in the world located in passed mob (C).
----------------------------------------*/
/datum/disease/alien_embryo/proc/RemoveInfectionImages(var/mob/living/carbon/C)
if (C)
for (var/mob/living/carbon/alien/alien in player_list)
if (alien.client)
for(var/image/I in alien.client.images)
if(I.loc == C)
if(dd_hasprefix_case(I.icon_state, "infected"))
qdel(I)
return
-52
View File
@@ -1,52 +0,0 @@
/datum/disease/appendicitis
form = "Condition"
name = "Appendicitis"
max_stages = 4
spread = "Acute"
cure = "Surgery"
agent = "Appendix"
affected_species = list("Human")
permeability_mod = 1
contagious_period = 9001 //slightly hacky, but hey! whatever works, right?
desc = "If left untreated the subject will become very weak, and may vomit often."
severity = "Medium"
longevity = 1000
hidden = list(0, 1)
stage_minimum_age = 160 // at least 200 life ticks per stage
/datum/disease/appendicitis/stage_act()
..()
if(istype(affected_mob,/mob/living/carbon/human))
var/mob/living/carbon/human/H = affected_mob
if(!H.internal_organs_by_name["appendix"])
src.cure()
if(stage == 1)
if(prob(5))
to_chat(affected_mob, "<span class='warning'>You feel a stinging pain in your abdomen!</span>")
affected_mob.emote("me",1,"winces slightly.")
if(stage > 1)
if(prob(3))
to_chat(affected_mob, "<span class='warning'>You feel a stabbing pain in your abdomen!</span>")
affected_mob.emote("me",1,"winces painfully.")
affected_mob.adjustToxLoss(1)
if(stage > 2)
if(prob(1))
if (affected_mob.nutrition > 100)
var/mob/living/carbon/human/H = affected_mob
H.delayed_vomit()
else
to_chat(affected_mob, "<span class='danger'>You gag as you want to throw up, but there's nothing in your stomach!</span>")
affected_mob.Weaken(10)
affected_mob.adjustToxLoss(3)
if(stage > 3)
if(prob(1) && ishuman(affected_mob))
var/mob/living/carbon/human/H = affected_mob
to_chat(H, "<span class='danger'>Your abdomen is a world of pain!</span>")
H.Weaken(10)
var/obj/item/organ/external/groin = H.get_organ("groin")
groin.sever_artery()
H.adjustToxLoss(25)
src.cure()
-31
View File
@@ -1,31 +0,0 @@
/*
/datum/disease/beesease
name = "Beesease"
max_stages = 5
spread = "Contact" //ie shot bees
cure = "???"
cure_id = "???"
agent = "Bees"
affected_species = list("Human","Monkey")
curable = 0
/datum/disease/beesease/stage_act()
..()
switch(stage)
if(1)
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You feel like something is moving inside of you!</span>")
if(2) //also changes say, see say.dm
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You feel like something is moving inside of you!</span>")
if(prob(2))
to_chat(affected_mob, "<span class='danger'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ</span>")
if(3)
//Should give the bee spit verb
if(4)
//Plus bees now spit randomly
if(5)
//Plus if you die, you explode into bees
return
*/
//Started working on it, but am too lazy to finish it today -- Urist
-67
View File
@@ -1,67 +0,0 @@
/datum/disease/brainrot
name = "Brainrot"
max_stages = 4
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Alkysine"
cure_id = list("alkysine")
agent = "Cryptococcus Cosmosis"
affected_species = list("Human")
curable = 0
cure_chance = 15//higher chance to cure, since two reagents are required
desc = "This disease destroys the braincells, causing brain fever, brain necrosis and general intoxication."
severity = "Major"
/datum/disease/brainrot/stage_act() //Removed toxloss because damaging diseases are pretty horrible. Last round it killed the entire station because the cure didn't work -- Urist
..()
switch(stage)
if(2)
if(prob(2))
affected_mob.emote("blink")
if(prob(2))
affected_mob.emote("yawn")
if(prob(2))
to_chat(affected_mob, "<span class='warning'>Your don't feel like yourself.</span>")
if(prob(5))
affected_mob.adjustBrainLoss(1, 55)
affected_mob.updatehealth()
if(3)
if(prob(2))
affected_mob.emote("stare")
if(prob(2))
affected_mob.emote("drool")
if(prob(10))
affected_mob.adjustBrainLoss(2, 55)
affected_mob.updatehealth()
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You try to remember something important...but can't.</span>")
/* if(prob(10))
affected_mob.adjustToxLoss(3)
affected_mob.updatehealth()
if(prob(2))
to_chat(affected_mob, "<span class='warning'>Your head hurts.</span>" */
if(4)
if(prob(2))
affected_mob.emote("stare")
if(prob(2))
affected_mob.emote("drool")
/* if(prob(15))
affected_mob.adjustToxLoss(4)
affected_mob.updatehealth()
if(prob(2))
to_chat(affected_mob, "<span class='notice'>Your head hurts.</span>" */
if(prob(15))
affected_mob.adjustBrainLoss(3, 55)
affected_mob.updatehealth()
if(prob(2))
to_chat(affected_mob, "<span class='warning'>A strange buzzing fills your head, removing all thoughts.</span>")
if(prob(3))
to_chat(affected_mob, "<span class='warning'>You lose consciousness...</span>")
for(var/mob/O in viewers(affected_mob, null))
O.show_message("[affected_mob] suddenly collapses", 1)
affected_mob.Paralyse(rand(5,10))
if(prob(1))
affected_mob.emote("snore")
if(prob(15))
affected_mob.stuttering += 3
return
-66
View File
@@ -1,66 +0,0 @@
/datum/disease/cold
name = "The Cold"
max_stages = 3
spread = "Airborne"
cure = "Rest & Deltamivir"
cure_id = "deltamivir"
agent = "XY-rhinovirus"
affected_species = list("Human", "Monkey")
permeability_mod = 0.5
desc = "If left untreated the subject will contract the flu."
severity = "Minor"
/datum/disease/cold/stage_act()
..()
switch(stage)
if(2)
/*
if(affected_mob.sleeping && prob(40)) //removed until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
*/
if(affected_mob.lying && prob(40)) //changed FROM prob(10) until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(1) && prob(5))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your throat feels sore.</span>")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Mucous runs down the back of your throat.</span>")
if(3)
/*
if(affected_mob.sleeping && prob(25)) //removed until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
*/
if(affected_mob.lying && prob(25)) //changed FROM prob(5) until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(1) && prob(1))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your throat feels sore.</span>")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Mucous runs down the back of your throat.</span>")
if(prob(1) && prob(50))
if(!affected_mob.resistances.Find(/datum/disease/flu))
var/datum/disease/Flu = new /datum/disease/flu(0)
affected_mob.contract_disease(Flu,1)
cure()
-39
View File
@@ -1,39 +0,0 @@
/datum/disease/cold9
name = "The Cold"
max_stages = 3
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Common Cold Anti-bodies & Deltamivir"
cure_id = "deltamivir"
agent = "ICE9-rhinovirus"
affected_species = list("Human")
desc = "If left untreated the subject will slow, as if partly frozen."
severity = "Moderate"
/datum/disease/cold9/stage_act()
..()
switch(stage)
if(2)
affected_mob.bodytemperature -= 10
if(prob(1) && prob(10))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your throat feels sore.</span>")
if(prob(5))
to_chat(affected_mob, "<span class='warning'>You feel stiff.</span>")
if(3)
affected_mob.bodytemperature -= 20
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your throat feels sore.</span>")
if(prob(10))
to_chat(affected_mob, "<span class='warning'>You feel stiff.</span>")
-69
View File
@@ -1,69 +0,0 @@
/datum/disease/dnaspread
name = "Space Retrovirus"
max_stages = 4
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Ryetalyn"
cure_id = "ryetalyn"
curable = 1
agent = "S4E1 retrovirus"
affected_species = list("Human")
var/list/original_dna = list()
var/transformed = 0
desc = "This disease transplants the genetic code of the intial vector into new hosts."
severity = "Medium"
/datum/disease/dnaspread/stage_act()
..()
switch(stage)
if(2 || 3) //Pretend to be a cold and give time to spread.
if(prob(8))
affected_mob.emote("sneeze")
if(prob(8))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your muscles ache.</span>")
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your stomach hurts.</span>")
if(prob(20))
affected_mob.adjustToxLoss(2)
affected_mob.updatehealth()
if(4)
if(!src.transformed)
if ((!strain_data["name"]) || (!strain_data["UI"]) || (!strain_data["SE"]))
qdel(affected_mob.virus)
return
//Save original dna for when the disease is cured.
src.original_dna["name"] = affected_mob.real_name
src.original_dna["UI"] = affected_mob.dna.UI.Copy()
src.original_dna["SE"] = affected_mob.dna.SE.Copy()
to_chat(affected_mob, "<span class='warning'>You don't feel like yourself..</span>")
var/list/newUI=strain_data["UI"]
var/list/newSE=strain_data["SE"]
affected_mob.UpdateAppearance(newUI.Copy())
affected_mob.dna.SE = newSE.Copy()
affected_mob.dna.UpdateSE()
affected_mob.real_name = strain_data["name"]
domutcheck(affected_mob)
src.transformed = 1
src.carrier = 1 //Just chill out at stage 4
return
/datum/disease/dnaspread/Destroy()
if ((original_dna["name"]) && (original_dna["UI"]) && (original_dna["SE"]))
var/list/newUI=original_dna["UI"]
var/list/newSE=original_dna["SE"]
affected_mob.UpdateAppearance(newUI.Copy())
affected_mob.dna.SE = newSE.Copy()
affected_mob.dna.UpdateSE()
affected_mob.real_name = original_dna["name"]
to_chat(affected_mob, "<span class='notice'>You feel more like yourself.</span>")
return ..()
-32
View File
@@ -1,32 +0,0 @@
/datum/disease/fake_gbs
name = "GBS"
max_stages = 5
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Synaptizine & Sulfur"
cure_id = list("synaptizine","sulfur")
agent = "Gravitokinetic Bipotential SADS-"
affected_species = list("Human", "Monkey")
desc = "If left untreated death will occur."
severity = "Major"
/datum/disease/fake_gbs/stage_act()
..()
switch(stage)
if(2)
if(prob(1))
affected_mob.emote("sneeze")
if(3)
if(prob(5))
affected_mob.emote("cough")
else if(prob(5))
affected_mob.emote("gasp")
if(prob(10))
to_chat(affected_mob, "<span class='warning'>You're starting to feel very weak...</span>")
if(4)
if(prob(10))
affected_mob.emote("cough")
if(5)
if(prob(10))
affected_mob.emote("cough")
-66
View File
@@ -1,66 +0,0 @@
/datum/disease/flu
name = "The Flu"
max_stages = 3
spread = "Airborne"
cure = "Deltamivir"
cure_id = "deltamivir"
cure_chance = 10
agent = "H13N1 flu virion"
affected_species = list("Human", "Monkey")
permeability_mod = 0.75
desc = "If left untreated the subject will feel quite unwell."
severity = "Medium"
/datum/disease/flu/stage_act()
..()
switch(stage)
if(2)
/*
if(affected_mob.sleeping && prob(20)) //removed until sleeping is fixed --Blaank
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
stage--
return
*/
if(affected_mob.lying && prob(20)) //added until sleeping is fixed --Blaank
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
stage--
return
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your muscles ache.</span>")
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your stomach hurts.</span>")
if(prob(20))
affected_mob.adjustToxLoss(1)
affected_mob.updatehealth()
if(3)
/*
if(affected_mob.sleeping && prob(15)) //removed until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
stage--
return
*/
if(affected_mob.lying && prob(15)) //added until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
stage--
return
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your muscles ache.</span>")
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(1))
to_chat(affected_mob, "<span class='warning'>Your stomach hurts.</span>")
if(prob(20))
affected_mob.adjustToxLoss(1)
affected_mob.updatehealth()
return
-36
View File
@@ -1,36 +0,0 @@
/datum/disease/fluspanish
name = "Spanish inquisition Flu"
max_stages = 3
spread = "Airborne"
cure = "Deltamivir & Anti-bodies to the common flu"
cure_id = "deltamivir"
cure_chance = 10
agent = "1nqu1s1t10n flu virion"
affected_species = list("Human")
permeability_mod = 0.75
desc = "If left untreated the subject will burn to death for being a heretic."
severity = "Serious"
/datum/disease/inquisition/stage_act()
..()
switch(stage)
if(2)
affected_mob.bodytemperature += 10
if(prob(5))
affected_mob.emote("sneeze")
if(prob(5))
affected_mob.emote("cough")
if(prob(1))
to_chat(affected_mob, "<span class='warning'>You're burning in your own skin!</span>")
affected_mob.take_organ_damage(0,5)
if(3)
affected_mob.bodytemperature += 20
if(prob(5))
affected_mob.emote("sneeze")
if(prob(5))
affected_mob.emote("cough")
if(prob(5))
to_chat(affected_mob, "<span class='warning'>You're burning in your own skin!</span>")
affected_mob.take_organ_damage(0,5)
return
-40
View File
@@ -1,40 +0,0 @@
/datum/disease/gbs
name = "GBS"
max_stages = 5
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Synaptizine & Sulfur"
cure_id = list("synaptizine","sulfur")
cure_chance = 15//higher chance to cure, since two reagents are required
agent = "Gravitokinetic Bipotential SADS+"
affected_species = list("Human")
curable = 0
permeability_mod = 1
/datum/disease/gbs/stage_act()
..()
switch(stage)
if(2)
if(prob(45))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(prob(1))
affected_mob.emote("sneeze")
if(3)
if(prob(5))
affected_mob.emote("cough")
else if(prob(5))
affected_mob.emote("gasp")
if(prob(10))
to_chat(affected_mob, "<span class='warning'>You're starting to feel very weak...</span>")
if(4)
if(prob(10))
affected_mob.emote("cough")
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(5)
to_chat(affected_mob, "<span class='warning'>Your body feels as if it's trying to rip itself open...</span>")
if(prob(50))
affected_mob.gib()
else
return
-12
View File
@@ -1,12 +0,0 @@
/datum/disease/jungle_fever
name = "Jungle Fever"
max_stages = 1
cure = "None"
spread = "Bites"
spread_type = SPECIAL
affected_species = list("Monkey", "Human")
curable = 0
desc = "monkeys with this disease will bite humans, causing humans to spontaneously mutate into a monkey."
severity = "Medium"
//stage_prob = 100
agent = "Kongey Vibrion M-909"
-93
View File
@@ -1,93 +0,0 @@
/datum/disease/magnitis
name = "Magnitis"
max_stages = 4
spread = "Airborne"
cure = "Iron"
cure_id = "iron"
agent = "Fukkos Miracos"
affected_species = list("Human")
curable = 0
permeability_mod = 0.75
desc = "This disease disrupts the magnetic field of your body, making it act as if a powerful magnet. Injections of iron help stabilize the field."
severity = "Medium"
/datum/disease/magnitis/stage_act()
..()
switch(stage)
if(2)
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You feel a slight shock course through your body.</span>")
if(prob(2))
for(var/obj/M in orange(2,affected_mob))
if(!M.anchored && (M.flags & CONDUCT))
step_towards(M,affected_mob)
for(var/mob/living/silicon/S in orange(2,affected_mob))
if(istype(S, /mob/living/silicon/ai)) continue
step_towards(S,affected_mob)
/*
if(M.x > affected_mob.x)
M.x--
else if(M.x < affected_mob.x)
M.x++
if(M.y > affected_mob.y)
M.y--
else if(M.y < affected_mob.y)
M.y++
*/
if(3)
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You feel a strong shock course through your body.</span>")
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You feel like clowning around.</span>")
if(prob(4))
for(var/obj/M in orange(4,affected_mob))
if(!M.anchored && (M.flags & CONDUCT))
var/i
var/iter = rand(1,2)
for(i=0,i<iter,i++)
step_towards(M,affected_mob)
for(var/mob/living/silicon/S in orange(4,affected_mob))
if(istype(S, /mob/living/silicon/ai)) continue
var/i
var/iter = rand(1,2)
for(i=0,i<iter,i++)
step_towards(S,affected_mob)
/*
if(M.x > affected_mob.x)
M.x-=rand(1,min(3,M.x-affected_mob.x))
else if(M.x < affected_mob.x)
M.x+=rand(1,min(3,affected_mob.x-M.x))
if(M.y > affected_mob.y)
M.y-=rand(1,min(3,M.y-affected_mob.y))
else if(M.y < affected_mob.y)
M.y+=rand(1,min(3,affected_mob.y-M.y))
*/
if(4)
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You feel a powerful shock course through your body.</span>")
if(prob(2))
to_chat(affected_mob, "<span class='warning'>You query upon the nature of miracles.</span>")
if(prob(8))
for(var/obj/M in orange(6,affected_mob))
if(!M.anchored && (M.flags & CONDUCT))
var/i
var/iter = rand(1,3)
for(i=0,i<iter,i++)
step_towards(M,affected_mob)
for(var/mob/living/silicon/S in orange(6,affected_mob))
if(istype(S, /mob/living/silicon/ai)) continue
var/i
var/iter = rand(1,3)
for(i=0,i<iter,i++)
step_towards(S,affected_mob)
/*
if(M.x > affected_mob.x)
M.x-=rand(1,min(5,M.x-affected_mob.x))
else if(M.x < affected_mob.x)
M.x+=rand(1,min(5,affected_mob.x-M.x))
if(M.y > affected_mob.y)
M.y-=rand(1,min(5,M.y-affected_mob.y))
else if(M.y < affected_mob.y)
M.y+=rand(1,min(5,affected_mob.y-M.y))
*/
return
-25
View File
@@ -1,25 +0,0 @@
/datum/disease/pierrot_throat
name = "Pierrot's Throat"
max_stages = 4
spread = "Airborne"
cure = "A whole banana."
cure_id = "banana"
cure_chance = 75
agent = "H0NI<42 Virus"
affected_species = list("Human")
permeability_mod = 0.75
desc = "If left untreated the subject will probably drive others to insanity."
severity = "Medium"
longevity = 400
/datum/disease/pierrot_throat/stage_act()
..()
switch(stage)
if(1)
if(prob(10)) to_chat(affected_mob, "<span class='warning'>You feel a little silly.</span>")
if(2)
if(prob(10)) to_chat(affected_mob, "<span class='warning'>You start seeing rainbows.</span>")
if(3)
if(prob(10)) to_chat(affected_mob, "<span class='warning'>Your thoughts are interrupted by a loud <b>HONK!</b></span>")
if(4)
if(prob(5)) affected_mob.say( pick( list("HONK!", "Honk!", "Honk.", "Honk?", "Honk!!", "Honk?!", "Honk...") ) )
-5
View File
@@ -1,5 +0,0 @@
/datum/disease/plasmatoid
name = "Plasmatoid"
max_stages = 4
cure = "None"
affected_species = list("Monkey", "Human")
-108
View File
@@ -1,108 +0,0 @@
/datum/disease/dna_retrovirus
name = "Retrovirus"
max_stages = 4
spread = "Contact"
spread_type = CONTACT_GENERAL
cure = "Rest or an injection of ryetalyn"
cure_chance = 6
agent = ""
affected_species = list("Human")
desc = "A DNA-altering retrovirus that scrambles the structural and unique enzymes of a host constantly."
severity = "Severe"
permeability_mod = 0.4
stage_prob = 2
var/SE
var/UI
var/restcure = 0
New()
..()
agent = "Virus class [pick("A","B","C","D","E","F")][pick("A","B","C","D","E","F")]-[rand(50,300)]"
if(prob(40))
cure_id = list("ryetalyn")
cure_list = list("ryetalyn")
else
restcure = 1
/datum/disease/dna_retrovirus/stage_act()
..()
switch(stage)
if(1)
if(restcure)
/*
if(affected_mob.sleeping && prob(30)) //removed until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
*/
if(affected_mob.lying && prob(30)) //changed FROM prob(20) until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if (prob(8))
to_chat(affected_mob, "<span class='warning'>Your head hurts.</span>")
if (prob(9))
to_chat(affected_mob, "<span class='warning'>You feel a tingling sensation in your chest.</span>")
if (prob(9))
to_chat(affected_mob, "<span class='warning'>You feel angry.</span>")
if(2)
if(restcure)
/*
if(affected_mob.sleeping && prob(20)) //removed until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
*/
if(affected_mob.lying && prob(20)) //changed FROM prob(10) until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if (prob(8))
to_chat(affected_mob, "<span class='warning'>Your skin feels loose.</span>")
if (prob(10))
to_chat(affected_mob, "<span class='warning'>You feel very strange.</span>")
if (prob(4))
to_chat(affected_mob, "<span class='warning'>You feel a stabbing pain in your head!</span>")
affected_mob.Paralyse(2)
if (prob(4))
to_chat(affected_mob, "<span class='warning'>Your stomach churns.</span>")
if(3)
if(restcure)
/*
if(affected_mob.sleeping && prob(20)) //removed until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
*/
if(affected_mob.lying && prob(20)) //changed FROM prob(10) until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if (prob(10))
to_chat(affected_mob, "<span class='warning'>Your entire body vibrates.</span>")
if (prob(35))
if(prob(50))
scramble(1, affected_mob, rand(15,45))
else
scramble(0, affected_mob, rand(15,45))
if(4)
if(restcure)
/*
if(affected_mob.sleeping && prob(10)) //removed until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
*/
if(affected_mob.lying && prob(5)) //changed FROM prob(5) until sleeping is fixed
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if (prob(60))
if(prob(50))
scramble(1, affected_mob, rand(50,75))
else
scramble(0, affected_mob, rand(50,75))
-51
View File
@@ -1,51 +0,0 @@
/datum/disease/rhumba_beat
name = "The Rhumba Beat"
max_stages = 5
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Chick Chicky Boom!"
cure_id = list("phoron")
agent = "Unknown"
affected_species = list("Human")
permeability_mod = 1
/datum/disease/rhumba_beat/stage_act()
..()
switch(stage)
if(1)
if(affected_mob.ckey == "rosham")
src.cure()
if(2)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(45))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(prob(1))
to_chat(affected_mob, "<span class='warning'>You feel strange...</span>")
if(3)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(5))
to_chat(affected_mob, "<span class='warning'>You feel the urge to dance...</span>")
else if(prob(5))
affected_mob.emote("gasp")
else if(prob(10))
to_chat(affected_mob, "<span class='warning'>You feel the need to chick chicky boom...</span>")
if(4)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(10))
affected_mob.emote("gasp")
to_chat(affected_mob, "<span class='warning'>You feel a burning beat inside...</span>")
if(prob(20))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(5)
if(affected_mob.ckey == "rosham")
src.cure()
to_chat(affected_mob, "<span class='warning'>Your body is unable to contain the Rhumba Beat...</span>")
if(prob(50))
affected_mob.gib()
else
return
@@ -1,65 +0,0 @@
//Nanomachines!
/datum/disease/robotic_transformation
name = "Robotic Transformation"
max_stages = 5
spread = "Syringe"
spread_type = SPECIAL
cure = "An injection of copper."
cure_id = list("copper")
cure_chance = 5
agent = "R2D2 Nanomachines"
affected_species = list("Human")
desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
severity = "Major"
var/gibbed = 0
/datum/disease/robotic_transformation/stage_act()
..()
switch(stage)
if(2)
if (prob(8))
to_chat(affected_mob, "<span class='warning'>Your joints feel stiff.</span>")
affected_mob.take_organ_damage(1)
if (prob(9))
to_chat(affected_mob, "<span class='warning'>Beep...boop..</span>")
if (prob(9))
to_chat(affected_mob, "<span class='warning'>Bop...beeep...</span>")
if(3)
if (prob(8))
to_chat(affected_mob, "<span class='warning'>Your joints feel very stiff.</span>")
affected_mob.take_organ_damage(1)
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
if (prob(10))
to_chat(affected_mob, "<span class='warning'>Your skin feels loose.</span>")
affected_mob.take_organ_damage(5)
if (prob(4))
to_chat(affected_mob, "<span class='warning'>You feel a stabbing pain in your head.</span>")
affected_mob.Paralyse(2)
if (prob(4))
to_chat(affected_mob, "<span class='warning'>You can feel something move...inside.</span>")
if(4)
if (prob(10))
to_chat(affected_mob, "<span class='warning'>Your skin feels very loose.</span>")
affected_mob.take_organ_damage(8)
if (prob(20))
affected_mob.say(pick("beep, beep!", "Boop bop boop beep.", "kkkiiiill mmme", "I wwwaaannntt tttoo dddiiieeee..."))
if (prob(8))
to_chat(affected_mob, "<span class='warning'>You can feel... something...inside you.</span>")
if(5)
to_chat(affected_mob, "<span class='warning'>Your skin feels as if it's about to burst off...</span>")
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(40)) //So everyone can feel like robot Seth Brundle
if(src.gibbed != 0) return 0
var/turf/T = find_loc(affected_mob)
gibs(T)
src.cure(0)
gibbed = 1
var/mob/living/carbon/human/H = affected_mob
if(istype(H) && !jobban_isbanned(affected_mob, "Cyborg"))
H.Robotize()
else
affected_mob.death(1)
-125
View File
@@ -1,125 +0,0 @@
/datum/disease/wizarditis
name = "Wizarditis"
max_stages = 4
spread = "Airborne"
cure = "The Manly Dorf"
cure_id = "manlydorf"
cure_chance = 100
agent = "Rincewindus Vulgaris"
affected_species = list("Human")
curable = 1
permeability_mod = 0.75
desc = "Some speculate, that this virus is the cause of Wizard Federation existance. Subjects yell obscure sentences or total gibberish. On late stages subjects sometime express the feelings of inner power, and, cite, 'the ability to control the forces of cosmos themselves!' A gulp of strong, manly spirits usually reverts them to normal, humanlike, condition."
severity = "Major"
/*
BIRUZ BENNAR
SCYAR NILA - teleport
NEC CANTIO - dis techno
EI NATH - shocking grasp
AULIE OXIN FIERA - knock
TARCOL MINTI ZHERI - forcewall
STI KALY - blind
*/
/datum/disease/wizarditis/stage_act()
..()
switch(stage)
if(2)
if(prob(1)&&prob(50))
affected_mob.say(pick("You shall not pass!", "Expeliarmus!", "By Merlins beard!", "Feel the power of the Dark Side!"))
if(prob(1)&&prob(50))
var/arrows_var3 = pick("that you don't have enough mana.", "that the winds of magic are gone.", "an urge to summon familiar.")
to_chat(affected_mob, "<span class='warning'>You feel [arrows_var3]</span>")
if(3)
if(prob(1)&&prob(50))
affected_mob.say(pick("NEC CANTIO!","AULIE OXIN FIERA!", "STI KALY!", "TARCOL MINTI ZHERI!"))
if(prob(1)&&prob(50))
var/gunbuster = pick("the magic bubbling in your veins.","that this location gives you a +1 to INT.","an urge to summon familiar.")
to_chat(affected_mob, "<span class='warning'>You feel [gunbuster]</span>")
if(4)
if(prob(1))
affected_mob.say(pick("NEC CANTIO!","AULIE OXIN FIERA!","STI KALY!","EI NATH!"))
return
if(prob(1)&&prob(50))
var/arrows_var4 = pick("the tidal wave of raw power building inside.","that this location gives you a +2 to INT and +1 to WIS.","an urge to teleport.")
to_chat(affected_mob, "<span class='warning'>You feel [arrows_var4]</span>")
spawn_wizard_clothes(50)
if(prob(1)&&prob(1))
teleport()
return
/datum/disease/wizarditis/proc/spawn_wizard_clothes(var/chance = 0)
if(istype(affected_mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = affected_mob
if(prob(chance))
if(!istype(H.head, /obj/item/clothing/head/wizard))
if(H.head)
H.drop_from_inventory(H.head)
H.head = new /obj/item/clothing/head/wizard(H)
H.head.layer = SCREEN_LAYER+0.01
return
if(prob(chance))
if(!istype(H.wear_suit, /obj/item/clothing/suit/wizrobe))
if(H.wear_suit)
H.drop_from_inventory(H.wear_suit)
H.wear_suit = new /obj/item/clothing/suit/wizrobe(H)
H.wear_suit.layer = SCREEN_LAYER+0.01
return
if(prob(chance))
if(!istype(H.shoes, /obj/item/clothing/shoes/sandal))
if(H.shoes)
H.drop_from_inventory(H.shoes)
H.shoes = new /obj/item/clothing/shoes/sandal(H)
H.shoes.layer = SCREEN_LAYER+0.01
return
else
var/mob/living/carbon/H = affected_mob
if(prob(chance))
if(!istype(H.r_hand, /obj/item/staff))
H.drop_r_hand()
H.put_in_r_hand( new /obj/item/staff(H) )
return
return
/datum/disease/wizarditis/proc/teleport()
var/list/theareas = new/list()
for(var/area/AR in orange(80, affected_mob))
if(theareas.Find(AR) || AR.name == "Space") continue
theareas += AR
if(!theareas)
return
var/area/thearea = pick(theareas)
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea))
if(T.z != affected_mob.z) continue
if(T.name == "space") continue
if(!T.density)
var/clear = 1
for(var/obj/O in T)
if(O.density)
clear = 0
break
if(clear)
L+=T
if(!L)
return
affected_mob.say("SCYAR NILA [uppertext(thearea.name)]!")
affected_mob.forceMove(pick(L))
return
+2 -4
View File
@@ -72,10 +72,8 @@
/obj/item/reagent_containers/personal_inhaler_cartridge/large = 2,
/obj/item/reagent_containers/glass/bottle/dexalin_plus = 1,
/obj/item/reagent_containers/glass/bottle/norepinephrine = 1,
/obj/item/reagent_containers/glass/bottle/deltamivir = 1,
/obj/item/reagent_containers/glass/bottle/thetamycin = 1,
)
/obj/item/reagent_containers/glass/bottle/thetamycin = 1
)
accessory_contents = list(/obj/item/gun/energy/pulse/pistol = 1)
id_access = "Lance Medic"
+1 -2
View File
@@ -70,8 +70,7 @@ They sell generic supplies and ask for generic supplies.
/obj/item/device/depth_scanner = TRADER_BLACKLIST, // Xenoarch
/obj/item/device/beacon_locator = TRADER_BLACKLIST, // Telescience
/obj/item/device/telepad_beacon = TRADER_BLACKLIST, // Telescience
/obj/item/device/udp_debugger = TRADER_BLACKLIST, // Circuits
/obj/item/device/antibody_scanner = TRADER_BLACKLIST // Virology
/obj/item/device/udp_debugger = TRADER_BLACKLIST // Circuits
)
possible_trading_items = list(
-1
View File
@@ -253,7 +253,6 @@ Sells devices, odds and ends, and medical stuff
/obj/item/device/core_sampler = TRADER_THIS_TYPE,
/obj/item/device/depth_scanner = TRADER_THIS_TYPE,
/obj/item/device/beacon_locator = TRADER_THIS_TYPE,
/obj/item/device/antibody_scanner = TRADER_THIS_TYPE,
/obj/item/stack/medical/advanced = TRADER_BLACKLIST
)