Commit Graph

5 Commits

Author SHA1 Message Date
MrMelbert
3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
SmArtKar
8d739e04de Knocking someone out cold now properly stops their panic attack (#92433)
## About The Pull Request

Missed this in the original PR, knocking someone out "ended" the panic
attack but didn't actually stop the sound loop which would continue for
another 3-5 seconds. Also added proper timer tracking just in case.

## Changelog
🆑
fix: Knocking someone out cold now properly stops their panic attack
/🆑
2025-08-04 03:06:09 +02:00
grungussuss
c0b1cf6d58 fix some typos in examine texts (#91770) 2025-06-23 23:31:11 -06:00
Rhials
3db49f75cb Heart Attacks are More Violent, and You Can Defib People Repeatedly to Fix Them Like in a Medical Daytime TV Show Drama (#89775)
## About The Pull Request

This overhauls nearly all aspects related to heart attacks, making them
more urgent and threatening. It also enables the use of defibrillators
for quicker, less invasive treatment of heart attacks.

They are now a status effect instead of a virus, with a fixed countdown
of about two and a half minutes before full stoppage. As this timer
counts down, symptoms steadily escalate from audio cues to suffocation
and dizziness. Through treatment, the countdown can be wound back and
eventually cured (or you can just swap the heart like usual. Boring!!).

### Treatment

Replacing the heart is no longer the *only* option for treatment. Now,
heart attacks can be cured with the use of a defib. Each shock will
rewind the countdown (and symptoms) heavily, curing it after 2-4 zaps in
quick succession. In lieu of a defib, most other shock sources will
work, albeit much less effectively.

So, if you're in security and *really* don't feel like going to medical,
you can just have your fellow officers taze you back to health!

![doctor
approved](https://github.com/user-attachments/assets/f633cb08-b7f7-4291-8c18-6fdea4e97c7a)

The emergency penthrite given after the attack has a new icon/message,
and is slightly less forgiving. You can still use it to shock yourself
back to life, still being a very risky move.

The heart attack doesn't manifest on medical HUDs immediately. It only
appears after the victim has reached stage 3 for the first time. At
stage 3, it's pretty apparent to both the victim and anyone around that
they're having a heart attack anyways, but until then it will be on the
victim to identify symptoms. Heart attacks will always be reported on
health analyzer scans, shown as the organ failing due to a myocardial
infarction and a tooltip suggesting defibs/other shocks to treat it.

This also adds two tips, for secoffs and medics, on how to treat a heart
attack.

Defibs also now use up charge for restarting a stopped heart, instead of
only when reviving a corpse.
## Why It's Good For The Game

Making heart attacks more of a threat gives way more weight to something
people should be afraid of, but aren't. Heart attacks fail to emulate
anything resembling a heart attack, to the point that it is lame and
dissapointing. They're an annoyance and a trip to the surgery room for
anyone familiar enough with the game. This iteration may be more
dangerous, but it's also more *exciting* (and can be treated faster).

Broadening the ways to treat a heart attack, or just stave off symptoms,
gives an amount of player agency over this threat. It may be more
urgent, but it doesn't mean it has to be a trip to medbay every time.
You can look for other ways to get zapped (security will help if asked,
I promise) or sandbox up your own solution.

Also, treating heart attacks with defib shocks just makes sense. Why do
we have to trash the whole heart? Usually after a heart attack it still
has like, a year or so of juice left before it quits for good.

More threatening heart attacks also further incentivize synthetic hearts
and working out, or any other clever ways of shielding oneself from an
attack (in case you're paranoid like that).

And lastly, the whole reason I started with this PR in the first place
-- I think it is a bit odd having heart attacks be handled as *diseases*
in the code. Status effects make more sense.
## Changelog
🆑 Rhials
balance: Heart attacks are now more violent and urgent. If you can hear
your own heartbeat and are short of breath, you should probably see a
doctor.
balance: Heart attacks can now be treated and eventually cured with
repeated defibrillation shocks.
balance: Heart attacks can now be treated and eventually cured with
repeated shocks from other sources.
/🆑
2025-04-07 00:15:38 +01:00
SmArtKar
107188c51e Terror Unification: Converts all "fear" quirks and traumas (except item phobias) to use a unified handler (#90217)
## About The Pull Request

This PR adds the fearful component which acts as a unified handler for
terror effects. This currently includes nyctophobia and claustrophobia
quirks, terrified status effect from nightmare's spell, and the
monophobia brain trauma. The component processes terror handler datums
which act both as terror sources and effects - jittering, stuttering,
vomiting, panic attacks, etc.
This means that nyctophobia and claustrophobia now act more like
terrified status/monophobia - causing jitters, stuttering, periodic
panic attacks, etc, and their effects stack (i.e. being in a closet in
the dark will increase your fear much quicker).

Closes #37492
Closes #57121
Closes #69684

## Why It's Good For The Game

Terrified status is very immersive and its effects perfectly fit
nycto/claustrophobia quirks, enough to be impactful to owner's gameplay,
but not roleplaying for them, which is what we want quirks to be. It
also makes them share their stress, which is how you'd expect them to
act. (I would also love to see monophobia moved from a brain trauma to a
quirk, as it perfectly fits latter instead of former, and acts as a
great incentive to interact with other people instead of doing autism
projects by yourself.)
I haven't moved phobias to this system yet, but it could be done in the
future without too many issues - should make phobias less painful to
deal with, and maybe make people actually interested in playing around
them instead of rushing a lobotomy because of how debilitating they are
(currently only interaction is getting hugged by someone you're afraid
of, which will increase your terror)

## Changelog
🆑
add: Nyctophobia and Claustrophobia quirks now have proper terror
effects instead of making you walk/suffocate. Immersion!
refactor: All sources of "terror"/"fear" now use a common component,
meaning they share their counters.
/🆑
2025-03-27 21:01:23 +01:00