Files
Bubberstation/code/datums/status_effects/buffs.dm
Leland Kemble e991857e88 Girlifies His Grace (4) (low-stakes edition) (#92658)
## About The Pull Request

Alternative to 3️⃣(#92591), which has been fatally shot.

Makes it so that His Grace can be turned into Her Grace via a
xenobiology gender-change potion. Her Grace turns the souls of the
consumed into confetti, creating a nice party atmosphere.

Also adds pronoun helpers for /atom/s, as they weren't there before.

## Why It's Good For The Game

I thought this was a good idea
<img width="934" height="153" alt="image"
src="https://github.com/user-attachments/assets/aff7abe0-86b6-47e1-a8e6-2c233544e9aa"
/>

It's a silly little variation, and it's purely voluntary. Couldn't hurt.

## Changelog
🆑
add: His Grace will now drink gender-change potions
/🆑

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2025-09-01 12:50:02 +12:00

673 lines
26 KiB
Plaintext

//Largely beneficial effects go here, even if they have drawbacks.
/datum/status_effect/his_grace
id = "his_grace"
duration = STATUS_EFFECT_PERMANENT
tick_interval = 0.4 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/his_grace
var/bloodlust = 0
var/gender = MALE
var/word
var/word2
/datum/status_effect/his_grace/on_creation(mob/living/new_owner, inputgender)
. = ..()
gender = inputgender
if(gender == MALE)
word = "His"
word2 = "Him"
linked_alert.icon_state = "his_grace"
else
word = "Her"
word2 = "Her"
linked_alert.icon_state = "her_grace"
/atom/movable/screen/alert/status_effect/his_grace
name = "His Grace"
desc = "His Grace hungers, and you must feed Him."
icon_state = "his_grace"
alerttooltipstyle = "hisgrace"
/atom/movable/screen/alert/status_effect/his_grace/MouseEntered(location,control,params)
desc = initial(desc)
var/datum/status_effect/his_grace/HG = attached_effect
var/His = HG.word
var/Him = HG.word2
name = "[His] Grace"
desc = "[His] Grace hungers, and you must feed [Him]."
icon_state = "[LOWER_TEXT(His)]_grace"
desc += "<br><font size=3><b>Current Bloodthirst: [HG.bloodlust]</b></font>\
<br>Becomes undroppable at <b>[HIS_GRACE_FAMISHED]</b>\
<br>Will consume you at <b>[HIS_GRACE_CONSUME_OWNER]</b>"
return ..()
/datum/status_effect/his_grace/on_apply()
owner.add_stun_absorption(
source = id,
priority = 3,
self_message = span_boldwarning("[word] Grace protects you from the stun!"),
)
return ..()
/datum/status_effect/his_grace/on_remove()
owner.remove_stun_absorption(id)
/datum/status_effect/his_grace/tick(seconds_between_ticks)
bloodlust = 0
var/graces = 0
for(var/obj/item/his_grace/HG in owner.held_items)
if(HG.bloodthirst > bloodlust)
bloodlust = HG.bloodthirst
if(HG.awakened)
graces++
if(!graces)
owner.apply_status_effect(/datum/status_effect/his_wrath, word, word2)
qdel(src)
return
var/grace_heal = bloodlust * 0.02
var/need_mob_update = FALSE
need_mob_update += owner.adjustBruteLoss(-grace_heal * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += owner.adjustFireLoss(-grace_heal * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += owner.adjustToxLoss(-grace_heal * seconds_between_ticks, forced = TRUE)
need_mob_update += owner.adjustOxyLoss(-(grace_heal * 2) * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
if(need_mob_update)
owner.updatehealth()
/datum/status_effect/wish_granters_gift //Fully revives after ten seconds.
id = "wish_granters_gift"
duration = 50
alert_type = /atom/movable/screen/alert/status_effect/wish_granters_gift
/datum/status_effect/wish_granters_gift/on_apply()
to_chat(owner, span_notice("Death is not your end! The Wish Granter's energy suffuses you, and you begin to rise..."))
return ..()
/datum/status_effect/wish_granters_gift/on_remove()
owner.revive(ADMIN_HEAL_ALL)
owner.visible_message(span_warning("[owner] appears to wake from the dead, having healed all wounds!"), span_notice("You have regenerated."))
/atom/movable/screen/alert/status_effect/wish_granters_gift
name = "Wish Granter's Immortality"
desc = "You are being resurrected!"
icon_state = "wish_granter"
/datum/status_effect/blooddrunk
id = "blooddrunk"
duration = 10
tick_interval = STATUS_EFFECT_NO_TICK
alert_type = /atom/movable/screen/alert/status_effect/blooddrunk
/atom/movable/screen/alert/status_effect/blooddrunk
name = "Blood-Drunk"
desc = "You are drunk on blood! Your pulse thunders in your ears! Nothing can harm you!" //not true, and the item description mentions its actual effect
icon_state = "blooddrunk"
/datum/status_effect/blooddrunk/on_apply()
owner.add_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.brute_mod *= 0.1
human_owner.physiology.burn_mod *= 0.1
human_owner.physiology.tox_mod *= 0.1
human_owner.physiology.oxy_mod *= 0.1
human_owner.physiology.stamina_mod *= 0.1
owner.add_stun_absorption(source = id, priority = 4)
owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, 1, use_reverb = FALSE)
return TRUE
/datum/status_effect/blooddrunk/on_remove()
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.brute_mod *= 10
human_owner.physiology.burn_mod *= 10
human_owner.physiology.tox_mod *= 10
human_owner.physiology.oxy_mod *= 10
human_owner.physiology.stamina_mod *= 10
owner.remove_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
owner.remove_stun_absorption(id)
//Used by changelings to rapidly heal
//Heals 10 brute and oxygen damage every second, and 5 fire
//Being on fire will suppress this healing
/datum/status_effect/fleshmend
id = "fleshmend"
duration = 10 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/fleshmend
show_duration = TRUE
/datum/status_effect/fleshmend/on_apply()
. = ..()
if(iscarbon(owner))
var/mob/living/carbon/carbon_owner = owner
QDEL_LAZYLIST(carbon_owner.all_scars)
RegisterSignal(owner, COMSIG_LIVING_IGNITED, PROC_REF(on_ignited))
RegisterSignal(owner, COMSIG_LIVING_EXTINGUISHED, PROC_REF(on_extinguished))
/datum/status_effect/fleshmend/on_creation(mob/living/new_owner, ...)
. = ..()
if(!. || !owner || !linked_alert)
return
if(owner.on_fire)
linked_alert.icon_state = "fleshmend_fire"
/datum/status_effect/fleshmend/on_remove()
UnregisterSignal(owner, list(COMSIG_LIVING_IGNITED, COMSIG_LIVING_EXTINGUISHED))
/datum/status_effect/fleshmend/tick(seconds_between_ticks)
if(owner.on_fire)
return
var/need_mob_update = FALSE
need_mob_update += owner.adjustBruteLoss(-4 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjustFireLoss(-2 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjustOxyLoss(-4 * seconds_between_ticks, updating_health = FALSE)
if(need_mob_update)
owner.updatehealth()
/datum/status_effect/fleshmend/proc/on_ignited(datum/source)
SIGNAL_HANDLER
linked_alert?.icon_state = "fleshmend_fire"
/datum/status_effect/fleshmend/proc/on_extinguished(datum/source)
SIGNAL_HANDLER
linked_alert?.icon_state = "fleshmend"
/atom/movable/screen/alert/status_effect/fleshmend
name = "Fleshmend"
desc = "Our wounds are rapidly healing. <i>This effect is prevented if we are on fire.</i>"
icon_state = "fleshmend"
/datum/status_effect/exercised
id = "Exercised"
duration = 15 SECONDS
status_type = STATUS_EFFECT_REFRESH // New effects will add to total duration
alert_type = null
processing_speed = STATUS_EFFECT_NORMAL_PROCESS
alert_type = /atom/movable/screen/alert/status_effect/exercised
/// Having any of these reagents in your system extends the duration
var/static/list/supplementary_reagents_bonus = list(
/datum/reagent/consumable/ethanol/protein_blend = 10 SECONDS, // protein shakes are very robust
/datum/reagent/inverse/oxandrolone = 8 SECONDS,
/datum/reagent/consumable/nutriment/protein = 5 SECONDS,
/datum/reagent/consumable/nutriment/vitamin = 4 SECONDS,
/datum/reagent/consumable/milk = 4 SECONDS,
/datum/reagent/consumable/rice = 3 SECONDS,
// keep in mind you can eat a raw egg to acquire both these reagents at the same time
/datum/reagent/consumable/eggwhite = 3 SECONDS,
/datum/reagent/consumable/eggyolk = 2 SECONDS,
// weak workout food
/datum/reagent/consumable/nutraslop = 2 SECONDS, // prison food to bulk up with
/datum/reagent/consumable/soymilk = 1 SECONDS, // darn vegans!
// time for the bad stuff
/datum/reagent/consumable/sugar = -1 SECONDS,
/datum/reagent/consumable/monkey_energy = -1 SECONDS, // the marketing was a lie
/datum/reagent/consumable/nutriment/fat = -1 SECONDS,
)
/datum/status_effect/exercised/proc/workout_duration(mob/living/new_owner, bonus_time)
if(!bonus_time || !new_owner.mind || !iscarbon(new_owner))
return 0 SECONDS
var/modifier = 1
if(HAS_TRAIT(new_owner, TRAIT_HULK))
modifier += 0.5
if(HAS_TRAIT(new_owner, TRAIT_STIMMED)) // Naturally produces stimulants to help get you PUMPED
modifier += 1
if(HAS_TRAIT(new_owner, TRAIT_FAT)) // less xp until you get into shape
modifier -= 0.5
if(new_owner.reagents.has_reagent(/datum/reagent/drug/pumpup)) // steriods? yes please!
modifier += 3
if(new_owner.reagents.has_reagent(/datum/reagent/inverse/oxandrolone)) // MOREEEEE
modifier += 2
var/food_boost = 0
for(var/datum/reagent/workout_reagent in supplementary_reagents_bonus)
if(new_owner.reagents.has_reagent(workout_reagent))
food_boost += supplementary_reagents_bonus[workout_reagent]
var/skill_level_boost = (new_owner.mind?.get_skill_level(/datum/skill/athletics) - 1) * 2 SECONDS
bonus_time = (bonus_time + food_boost + skill_level_boost) * modifier
var/exhaustion_limit = new_owner.mind?.get_skill_modifier(/datum/skill/athletics, SKILL_VALUE_MODIFIER) + world.time
if(duration + bonus_time >= exhaustion_limit)
duration = exhaustion_limit
to_chat(new_owner, span_userdanger("Your muscles are exhausted! Might be a good idea to sleep..."))
new_owner.emote("scream")
return // exhaustion_limit
return bonus_time
/datum/status_effect/exercised/on_creation(mob/living/new_owner, bonus_time)
duration += workout_duration(new_owner, bonus_time)
return ..()
/datum/status_effect/exercised/refresh(mob/living/new_owner, bonus_time)
duration += workout_duration(new_owner, bonus_time)
new_owner.clear_mood_event("exercise") // we need to reset the old mood event in case our fitness skill changes
new_owner.add_mood_event("exercise", /datum/mood_event/exercise, new_owner.mind.get_skill_level(/datum/skill/athletics))
/datum/status_effect/exercised/on_apply()
if(!owner.mind)
return FALSE
owner.add_mood_event("exercise", /datum/mood_event/exercise, owner.mind.get_skill_level(/datum/skill/athletics))
return TRUE
/datum/status_effect/exercised/on_remove()
owner.clear_mood_event("exercise")
/atom/movable/screen/alert/status_effect/exercised
name = "Exercise"
desc = "You feel well exercised! Sleeping will improve your fitness."
icon_state = "exercised"
//Hippocratic Oath: Applied when the Rod of Asclepius is activated.
/datum/status_effect/hippocratic_oath
id = "Hippocratic Oath"
status_type = STATUS_EFFECT_UNIQUE
duration = STATUS_EFFECT_PERMANENT
tick_interval = 2.5 SECONDS
alert_type = null
var/datum/component/aura_healing/aura_healing
var/hand
var/deathTick = 0
/datum/status_effect/hippocratic_oath/on_apply()
var/static/list/organ_healing = list(
ORGAN_SLOT_BRAIN = 1.4,
)
aura_healing = owner.AddComponent( \
/datum/component/aura_healing, \
range = 7, \
brute_heal = 1.4, \
burn_heal = 1.4, \
toxin_heal = 1.4, \
suffocation_heal = 1.4, \
stamina_heal = 1.4, \
simple_heal = 1.4, \
organ_healing = organ_healing, \
healing_color = "#375637", \
)
//Makes the user passive, it's in their oath not to harm!
owner.add_traits(list(TRAIT_PACIFISM, TRAIT_HIPPOCRATIC_OATH), HIPPOCRATIC_OATH_TRAIT)
var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
med_hud.show_to(owner)
return ..()
/datum/status_effect/hippocratic_oath/on_remove()
QDEL_NULL(aura_healing)
owner.remove_traits(list(TRAIT_PACIFISM, TRAIT_HIPPOCRATIC_OATH), HIPPOCRATIC_OATH_TRAIT)
var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
med_hud.hide_from(owner)
/datum/status_effect/hippocratic_oath/get_examine_text()
return span_notice("[owner.p_They()] seem[owner.p_s()] to have an aura of healing and helpfulness about [owner.p_them()].")
/datum/status_effect/hippocratic_oath/tick(seconds_between_ticks)
if(owner.stat == DEAD)
if(deathTick < 4)
deathTick += 1
else
consume_owner()
else
if(iscarbon(owner))
var/mob/living/carbon/itemUser = owner
var/obj/item/heldItem = itemUser.get_item_for_held_index(hand)
if(heldItem == null || heldItem.type != /obj/item/rod_of_asclepius) //Checks to make sure the rod is still in their hand
var/obj/item/rod_of_asclepius/newRod = new(itemUser.loc)
newRod.activated()
if(!itemUser.has_hand_for_held_index(hand))
//If user does not have the corresponding hand anymore, give them one and return the rod to their hand
var/zone = IS_LEFT_INDEX(hand) ? BODY_ZONE_L_ARM : BODY_ZONE_R_ARM
if(itemUser.regenerate_limb(zone, FALSE))
itemUser.put_in_hand(newRod, hand, forced = TRUE)
else
consume_owner() //we can't regrow, abort abort
return
to_chat(itemUser, span_notice("Your arm suddenly grows back with the Rod of Asclepius still attached!"))
else
//Otherwise get rid of whatever else is in their hand and return the rod to said hand
itemUser.put_in_hand(newRod, hand, forced = TRUE)
to_chat(itemUser, span_notice("The Rod of Asclepius suddenly grows back out of your arm!"))
//Because a servant of medicines stops at nothing to help others, lets keep them on their toes and give them an additional boost.
if(itemUser.health < itemUser.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(itemUser), "#375637")
var/need_mob_update = FALSE
need_mob_update += itemUser.adjustBruteLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += itemUser.adjustFireLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += itemUser.adjustToxLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE) //Because Slime People are people too
need_mob_update += itemUser.adjustOxyLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += itemUser.adjustStaminaLoss(-3 * seconds_between_ticks, updating_stamina = FALSE, forced = TRUE)
need_mob_update += itemUser.adjustOrganLoss(ORGAN_SLOT_BRAIN, -0.6 * seconds_between_ticks)
if(need_mob_update)
itemUser.updatehealth()
/datum/status_effect/hippocratic_oath/proc/consume_owner()
owner.visible_message(span_notice("[owner]'s soul is absorbed into the rod, relieving the previous snake of its duty."))
var/list/chems = list(/datum/reagent/medicine/sal_acid, /datum/reagent/medicine/c2/convermol, /datum/reagent/medicine/oxandrolone)
var/mob/living/basic/snake/spawned = new(owner.loc, pick(chems))
spawned.name = "Asclepius's Snake"
spawned.real_name = "Asclepius's Snake"
spawned.desc = "A mystical snake previously trapped upon the Rod of Asclepius, now freed of its burden. Unlike the average snake, its bites contain chemicals with minor healing properties."
new /obj/effect/decal/cleanable/ash(owner.loc)
new /obj/item/rod_of_asclepius(owner.loc)
owner.investigate_log("has been consumed by the Rod of Asclepius.", INVESTIGATE_DEATHS)
qdel(owner)
/datum/status_effect/good_music
id = "Good Music"
alert_type = null
duration = 6 SECONDS
tick_interval = 1 SECONDS
status_type = STATUS_EFFECT_REFRESH
/datum/status_effect/good_music/tick(seconds_between_ticks)
if(owner.can_hear())
owner.adjust_dizzy(-4 SECONDS)
owner.adjust_jitter(-4 SECONDS)
owner.adjust_confusion(-1 SECONDS)
owner.add_mood_event("goodmusic", /datum/mood_event/goodmusic)
/atom/movable/screen/alert/status_effect/regenerative_core
name = "Regenerative Core Tendrils"
desc = "You can move faster than your broken body could normally handle!"
icon_state = "regenerative_core"
/datum/status_effect/regenerative_core
id = "Regenerative Core"
duration = 1 MINUTES
status_type = STATUS_EFFECT_REPLACE
alert_type = /atom/movable/screen/alert/status_effect/regenerative_core
show_duration = TRUE
/datum/status_effect/regenerative_core/on_apply()
owner.add_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
owner.adjustBruteLoss(-25)
owner.adjustFireLoss(-25)
owner.fully_heal(HEAL_CC_STATUS)
owner.bodytemperature = owner.get_body_temp_normal()
if(ishuman(owner))
var/mob/living/carbon/human/humi = owner
humi.set_coretemperature(humi.get_body_temp_normal())
return TRUE
/datum/status_effect/regenerative_core/on_remove()
owner.remove_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
/datum/status_effect/lightningorb
id = "Lightning Orb"
duration = 30 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/lightningorb
show_duration = TRUE
/datum/status_effect/lightningorb/on_apply()
. = ..()
owner.add_movespeed_modifier(/datum/movespeed_modifier/status_effect/yellow_orb)
to_chat(owner, span_notice("You feel fast!"))
/datum/status_effect/lightningorb/on_remove()
. = ..()
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/yellow_orb)
to_chat(owner, span_notice("You slow down."))
/atom/movable/screen/alert/status_effect/lightningorb
name = "Lightning Orb"
desc = "The speed surges through you!"
icon_state = "lightningorb"
/datum/status_effect/mayhem
id = "Mayhem"
duration = 2 MINUTES
alert_type = null
/// The chainsaw spawned by the status effect
var/obj/item/chainsaw/doomslayer/chainsaw
/datum/status_effect/mayhem/on_apply()
. = ..()
to_chat(owner, "<span class='reallybig redtext'>RIP AND TEAR</span>")
SEND_SOUND(owner, sound('sound/effects/hallucinations/veryfar_noise.ogg'))
owner.cause_hallucination( \
/datum/hallucination/delusion/preset/demon, \
"[id] status effect", \
duration = duration, \
affects_us = FALSE, \
affects_others = TRUE, \
skip_nearby = FALSE, \
play_wabbajack = FALSE, \
)
owner.drop_all_held_items()
if(iscarbon(owner))
chainsaw = new(get_turf(owner))
ADD_TRAIT(chainsaw, TRAIT_NODROP, TRAIT_STATUS_EFFECT(id))
owner.put_in_hands(chainsaw, forced = TRUE)
chainsaw.attack_self(owner)
owner.reagents.add_reagent(/datum/reagent/medicine/adminordrazine, 25)
owner.log_message("entered a blood frenzy", LOG_ATTACK)
to_chat(owner, span_narsiesmall("KILL, KILL, KILL! YOU HAVE NO ALLIES ANYMORE, NO TEAM MATES OR ALLEGIANCES! KILL THEM ALL!"))
var/datum/client_colour/colour = owner.add_client_colour(/datum/client_colour/bloodlust, REF(src))
QDEL_IN(colour, 1.1 SECONDS)
return TRUE
/datum/status_effect/mayhem/on_remove()
. = ..()
to_chat(owner, span_notice("Your bloodlust seeps back into the bog of your subconscious and you regain self control."))
owner.log_message("exited a blood frenzy", LOG_ATTACK)
QDEL_NULL(chainsaw)
/datum/status_effect/speed_boost
id = "speed_boost"
duration = 2 SECONDS
status_type = STATUS_EFFECT_REPLACE
show_duration = TRUE
alert_type = null
///What speed datum do we apply?
var/move_datum = /datum/movespeed_modifier/status_speed_boost
/datum/status_effect/speed_boost/on_creation(mob/living/new_owner, set_duration)
if(isnum(set_duration))
duration = set_duration
new_owner.do_alert_animation()
playsound(new_owner, 'sound/machines/chime.ogg', 50, FALSE, -5)
. = ..()
/datum/status_effect/speed_boost/on_apply()
owner.add_movespeed_modifier(move_datum, update = TRUE)
return ..()
/datum/status_effect/speed_boost/on_remove()
owner.remove_movespeed_modifier(move_datum, update = TRUE)
/datum/movespeed_modifier/status_speed_boost
multiplicative_slowdown = -1
///this buff provides a max health buff and a heal.
/datum/status_effect/limited_buff/health_buff
id = "health_buff"
alert_type = null
///This var stores the mobs max health when the buff was first applied, and determines the size of future buffs.database.database.
var/historic_max_health
///This var determines how large the health buff will be. health_buff_modifier * historic_max_health * stacks
var/health_buff_modifier = 0.1 //translate to a 10% buff over historic health per stack
///This modifier multiplies the healing by the effect.
var/healing_modifier = 2
///If the mob has a low max health, we instead use this flat value to increase max health and calculate any heal.
var/fragile_mob_health_buff = 10
/datum/status_effect/limited_buff/health_buff/on_creation(mob/living/new_owner)
historic_max_health = new_owner.maxHealth
. = ..()
/datum/status_effect/limited_buff/health_buff/on_apply()
. = ..()
var/health_increase = round(max(fragile_mob_health_buff, historic_max_health * health_buff_modifier))
owner.maxHealth += health_increase
owner.balloon_alert_to_viewers("health buffed")
to_chat(owner, span_nicegreen("You feel healthy, like if your body is little stronger than it was a moment ago."))
if(isanimal(owner)) //dumb animals have their own proc for healing.
var/mob/living/simple_animal/healthy_animal = owner
healthy_animal.adjustHealth(-(health_increase * healing_modifier))
else
owner.adjustBruteLoss(-(health_increase * healing_modifier))
/datum/status_effect/limited_buff/health_buff/maxed_out()
. = ..()
to_chat(owner, span_warning("You don't feel any healthier."))
/datum/status_effect/nest_sustenance
id = "nest_sustenance"
duration = STATUS_EFFECT_PERMANENT
tick_interval = 0.4 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/nest_sustenance
/datum/status_effect/nest_sustenance/tick(seconds_between_ticks)
. = ..()
if(owner.stat == DEAD) //If the victim has died due to complications in the nest
qdel(src)
return
var/need_mob_update = FALSE
need_mob_update += owner.adjustBruteLoss(-2 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjustFireLoss(-2 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjustOxyLoss(-4 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjustStaminaLoss(-4 * seconds_between_ticks, updating_stamina = FALSE)
if(need_mob_update)
owner.updatehealth()
owner.adjust_bodytemperature(BODYTEMP_NORMAL, 0, BODYTEMP_NORMAL) //Won't save you from the void of space, but it will stop you from freezing or suffocating in low pressure
/atom/movable/screen/alert/status_effect/nest_sustenance
name = "Nest Vitalization"
desc = "The resin seems to pulsate around you. It seems to be sustaining your vital functions. You feel ill..."
icon_state = "nest_life"
/**
* Granted to wizards upon satisfying the cheese sacrifice during grand rituals.
* Halves incoming damage and makes the owner stun immune, damage slow immune, levitating(even in space and hyperspace!) and glowing.
*/
/datum/status_effect/blessing_of_insanity
id = "blessing_of_insanity"
duration = STATUS_EFFECT_PERMANENT
tick_interval = STATUS_EFFECT_NO_TICK
alert_type = /atom/movable/screen/alert/status_effect/blessing_of_insanity
/atom/movable/screen/alert/status_effect/blessing_of_insanity
name = "Blessing of Insanity"
desc = "Your devotion to madness has improved your resilience to all damage and you gain the power to levitate!"
//no screen alert - the gravity already throws one
/datum/status_effect/blessing_of_insanity/on_apply()
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
var/datum/physiology/owner_physiology = human_owner.physiology
owner_physiology.brute_mod *= 0.5
owner_physiology.burn_mod *= 0.5
owner_physiology.tox_mod *= 0.5
owner_physiology.oxy_mod *= 0.5
owner_physiology.stamina_mod *= 0.5
owner.add_filter("mad_glow", 2, list("type" = "outline", "color" = "#eed811c9", "size" = 2))
owner.AddElement(/datum/element/forced_gravity, 0)
owner.AddElement(/datum/element/simple_flying)
owner.add_stun_absorption(source = id, priority = 4)
owner.add_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
ADD_TRAIT(owner, TRAIT_FREE_HYPERSPACE_MOVEMENT, TRAIT_STATUS_EFFECT(id))
owner.playsound_local(get_turf(owner), 'sound/effects/chemistry/ahaha.ogg', vol = 100, vary = TRUE, use_reverb = TRUE)
return TRUE
/datum/status_effect/blessing_of_insanity/on_remove()
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
var/datum/physiology/owner_physiology = human_owner.physiology
owner_physiology.brute_mod *= 2
owner_physiology.burn_mod *= 2
owner_physiology.tox_mod *= 2
owner_physiology.oxy_mod *= 2
owner_physiology.stamina_mod *= 2
owner.remove_filter("mad_glow")
owner.RemoveElement(/datum/element/forced_gravity, 0)
owner.RemoveElement(/datum/element/simple_flying)
owner.remove_stun_absorption(id)
owner.remove_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
REMOVE_TRAIT(owner, TRAIT_FREE_HYPERSPACE_MOVEMENT, TRAIT_STATUS_EFFECT(id))
/// Gives you a brief period of anti-gravity
/datum/status_effect/jump_jet
id = "jump_jet"
alert_type = null
duration = 5 SECONDS
/datum/status_effect/jump_jet/on_apply()
owner.AddElement(/datum/element/forced_gravity, 0)
return TRUE
/datum/status_effect/jump_jet/on_remove()
owner.RemoveElement(/datum/element/forced_gravity, 0)
/// Makes the mob immune to radiation for a short bit to help with safely spawning in hazardous areas
/datum/status_effect/radiation_immunity
id = "radiation_immunity"
duration = 1 MINUTES
show_duration = TRUE
alert_type = null
/datum/status_effect/radiation_immunity/on_apply()
ADD_TRAIT(owner, TRAIT_RADIMMUNE, TRAIT_STATUS_EFFECT(id))
return TRUE
/datum/status_effect/radiation_immunity/on_remove()
REMOVE_TRAIT(owner, TRAIT_RADIMMUNE, TRAIT_STATUS_EFFECT(id))
/datum/status_effect/radiation_immunity/radnebula
alert_type = /atom/movable/screen/alert/status_effect/radiation_immunity
/atom/movable/screen/alert/status_effect/radiation_immunity
name = "Radiation shielding"
desc = "You're immune to radiation, get settled quick!"
icon_state = "radiation_shield"
/// Throw an alert we're in darkness!! Nightvision can make it hard to tell so this is useful
/datum/status_effect/shadow
id = "shadow"
duration = 2 SECONDS
status_type = STATUS_EFFECT_REFRESH
alert_type = /atom/movable/screen/alert/status_effect/shadow_regeneration
/// Same as above, but also heal in darkness!! Mostly superseded but some simple mobs use this
/datum/status_effect/shadow/regeneration
id = "shadow_regeneration"
/datum/status_effect/shadow/regeneration/on_apply()
. = ..()
if (!.)
return FALSE
heal_owner()
return TRUE
/datum/status_effect/shadow/regeneration/refresh(effect)
. = ..()
heal_owner()
/// Regenerate health whenever this status effect is applied or reapplied
/datum/status_effect/shadow/regeneration/proc/heal_owner()
owner.heal_overall_damage(brute = 1, burn = 1, required_bodytype = BODYTYPE_ORGANIC)
/atom/movable/screen/alert/status_effect/shadow_regeneration
name = "Shadow Regeneration"
desc = "Bathed in soothing darkness, you will slowly heal yourself"
icon_state = "lightless"