Fixes curse of madness

🆑 coiax
fix: Fixes bug where Curse of Madness was not giving proper brain traumas.
/🆑

Also adds some messages so magic immune and foil hatted people on the station
plus observers will know when a curse of madness is cast/badminned.
This commit is contained in:
Jack Edge
2018-12-03 04:22:44 +00:00
parent acb0477955
commit 72635d4caf
2 changed files with 18 additions and 10 deletions
+16 -8
View File
@@ -4,26 +4,34 @@
message_admins("[ADMIN_LOOKUPFLW(user)] sent a curse of madness with the message \"[message]\"!")
log_game("[key_name(user)] sent a curse of madness with the message \"[message]\"!")
for(var/mob/living/carbon/human/H in GLOB.player_list)
for(var/M in GLOB.player_list)
var/turf/T = get_turf(H)
if(M.stat == DEAD || isobserver(M))
to_chat(H, "A dark breeze whispers, \"<span class='hypnophrase'>[message]</span>\" into every ear...</span>")
continue
if(!ishuman(M))
continue
var/mob/living/carbon/human/H = M
if(T && !is_station_level(T.z))
continue
if(H.stat == DEAD)
continue
if(H.anti_magic_check(TRUE, FALSE))
to_chat(H, "<span class='notice'>You have a strange feeling for a moment, but then it passes.</span>")
continue
if(istype(H.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
to_chat(H, "<span class='warning'>Your protective headgear successfully deflects mind controlling brainwaves!</span>")
continue
H.playsound_local(H,'sound/hallucinations/veryfar_noise.ogg',40,1)
to_chat(H, "<span class='hypnophrase'>[message]</span>")
to_chat(H, "<span class='warning'>Your mind shatters!</span>")
switch(rand(1,10))
if(1 to 3)
H.gain_trauma(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
H.gain_trauma(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
H.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
H.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
if(4 to 6)
H.gain_trauma(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
H.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
if(7 to 8)
H.gain_trauma(BRAIN_TRAUMA_MAGIC, TRAUMA_RESILIENCE_LOBOTOMY)
H.gain_trauma_type(BRAIN_TRAUMA_MAGIC, TRAUMA_RESILIENCE_LOBOTOMY)
if(9 to 10)
H.gain_trauma(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_LOBOTOMY)
H.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_LOBOTOMY)