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Bubberstation/code/datums/status_effects/buffs.dm
T
RusselNotSCPandGitHub 4ceac8f297 Classic Cocktails 2: The liqueurening (#95392)
## About The Pull Request
TL;DR: "What do you mean we didn't have a negroni in the game before?"

This adds three new very commonly used liqueurs to the game: A bitter
red aperitivo, an herbal liqueur, and maraschino liqueur. Additionally,
it adds 15 new classic cocktails that use these new liqueurs.
Mechanically relevant drinks include:

- The Poet's Dream, which can grant non-heretics the ability to dream
like them
- The Garibaldi, which grants revolutionaries the determination to shrug
off their wounds
- The Jungle Bird, which soothes the supermatter when ingested by those
around it
- The Thermonuclear Daiquiri, which causes you to glow (and very rarely
emit high-energy nuclear particles)
- and more!

Full list here: https://hackmd.io/@0lHAWBNkSXixU4v6xxYS_w/SkYjyDofbg

![Sequence
01](https://github.com/user-attachments/assets/23066f45-4ab9-4f2c-a16b-1d53bfb09ffb)

On the non-player facing side of things, this also refactors the heretic
dream code a bit and adds a trait that enables non-heretics to have
heretic dreams, which could easily be used by other things (ie if anyone
wanted to make a perk or something that does this)

Also, special thanks to MrMelbert and ChipPotato for helping me out with
coding stuff in the discord!
## Why It's Good For The Game

This is good for the game for more or less the same reasons as my first
classic cocktail PR #92955 is good for the game: More variety gives
bartenders more to do and a greater range of drinks to base gimmicks off
of, and adding more cocktails to the game which are commonly served in
IRL bars decreases awkward, RP breaking moments where someone orders a
cocktail that's a staple you can find just about anywhere but which
isn't in the game. Additionally, the new liqueurs are commonly used in
many other classic and modern cocktails, which people can use to make
cocktails in future projects.
## Changelog
🆑
add: Added three new liqueurs, with bottles available in the
booze-o-mat.
add: Added 15 new cocktails that use the aforementioned liqueurs.
/🆑
2026-03-26 16:12:33 +11:00

735 lines
28 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.adjust_brute_loss(-grace_heal * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += owner.adjust_fire_loss(-grace_heal * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += owner.adjust_tox_loss(-grace_heal * seconds_between_ticks, forced = TRUE)
need_mob_update += owner.adjust_oxy_loss(-(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.adjust_brute_loss(-4 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjust_fire_loss(-2 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjust_oxy_loss(-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)
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."
use_user_hud_icon = USER_HUD_STYLE_INHERIT
overlay_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 = 2.6 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, TRAIT_MEDICAL_HUD), HIPPOCRATIC_OATH_TRAIT)
return ..()
/datum/status_effect/hippocratic_oath/on_remove()
QDEL_NULL(aura_healing)
owner.remove_traits(list(TRAIT_PACIFISM, TRAIT_HIPPOCRATIC_OATH, TRAIT_MEDICAL_HUD), HIPPOCRATIC_OATH_TRAIT)
/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.adjust_brute_loss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += itemUser.adjust_fire_loss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += itemUser.adjust_tox_loss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE) //Because Slime People are people too
need_mob_update += itemUser.adjust_oxy_loss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
need_mob_update += itemUser.adjust_stamina_loss(-3 * seconds_between_ticks, updating_stamina = FALSE, forced = TRUE)
need_mob_update += itemUser.adjust_organ_loss(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(!HAS_TRAIT(owner, TRAIT_DEAF))
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!"
use_user_hud_icon = USER_HUD_STYLE_INHERIT
overlay_icon = 'icons/obj/medical/organs/mining_organs.dmi'
overlay_state = "legion_core_stable"
/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.adjust_brute_loss(-25)
owner.adjust_fire_loss(-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!"
use_user_hud_icon = USER_HUD_STYLE_INHERIT
overlay_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
var/action_datum = null
/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()
if(move_datum)
owner.add_movespeed_modifier(move_datum, update = TRUE)
if(action_datum)
owner.add_actionspeed_modifier(action_datum, update = TRUE)
return ..()
/datum/status_effect/speed_boost/on_remove()
if(move_datum)
owner.remove_movespeed_modifier(move_datum, update = TRUE)
if(action_datum)
owner.remove_actionspeed_modifier(action_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.adjust_brute_loss(-(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.adjust_brute_loss(-2 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjust_fire_loss(-2 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjust_oxy_loss(-4 * seconds_between_ticks, updating_health = FALSE)
need_mob_update += owner.adjust_stamina_loss(-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..."
use_user_hud_icon = USER_HUD_STYLE_INHERIT
overlay_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 = null
/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!"
use_user_hud_icon = USER_HUD_STYLE_INHERIT
overlay_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 = 2.2 SECONDS // One status effect tick longer than the life tick
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"
use_user_hud_icon = USER_HUD_STYLE_INHERIT
overlay_state = "lightless"
/// Applies desensitized mood modifier to the mob, carrying between mind transfers
/datum/status_effect/desensitized
id = "desensitized"
duration = STATUS_EFFECT_PERMANENT
status_type = STATUS_EFFECT_MULTIPLE
alert_type = null
/// How much to multiply desensitization level by
var/magnitude = 1.0
/// Effect ID for removal purposes
var/effect_id
/datum/status_effect/desensitized/on_creation(mob/living/new_owner, effect_id, magnitude)
src.effect_id = effect_id
src.magnitude = max(DESENSITIZED_MINIMUM, magnitude)
return ..()
/datum/status_effect/desensitized/on_apply()
owner.mind?.desensitized_level *= magnitude
RegisterSignal(owner, COMSIG_MOB_MIND_TRANSFERRED_INTO, PROC_REF(add_magnitude))
RegisterSignal(owner, COMSIG_MOB_MIND_TRANSFERRED_OUT_OF, PROC_REF(remove_magnitude))
return TRUE
/datum/status_effect/desensitized/on_remove()
owner.mind?.desensitized_level /= magnitude
UnregisterSignal(owner, list(COMSIG_MOB_MIND_TRANSFERRED_INTO, COMSIG_MOB_MIND_TRANSFERRED_OUT_OF))
/datum/status_effect/desensitized/before_remove(effect_id, magnitude)
if(istext(src.effect_id) && istext(effect_id)) // if an id is set, they must match
return src.effect_id == effect_id
if(isnum(magnitude)) // otherwise if a magnitude is passed, it must match
return src.magnitude == magnitude
return FALSE
/datum/status_effect/desensitized/proc/add_magnitude(datum/source, mob/living/old_body, datum/mind/swapping)
SIGNAL_HANDLER
swapping.desensitized_level *= magnitude
/datum/status_effect/desensitized/proc/remove_magnitude(datum/source, mob/living/old_body, datum/mind/swapping)
SIGNAL_HANDLER
swapping.desensitized_level /= magnitude
//used by the garibaldi cocktail to grant revolutionaries wound resistance and fearlessness
/datum/status_effect/rev_resilience
id = "rev_resilience"
duration = 5 SECONDS //gets refreshed by metabolism
status_type = STATUS_EFFECT_REFRESH
alert_type = null
/datum/status_effect/rev_resilience/on_apply()
to_chat(owner, span_warning("You feel your revolutionary spirit surging! You feel like nothing the oppressors could throw at you could wound your pride!"))
owner.add_traits(list(TRAIT_HARDLY_WOUNDED,TRAIT_ANALGESIA,TRAIT_FEARLESS), TRAIT_STATUS_EFFECT(id))
return TRUE
/datum/status_effect/rev_resilience/on_remove()
to_chat(owner, span_notice("You feel your surge of revolutionary zeal fade. You hope you don't get shot in the foot..."))
owner.remove_traits(list(TRAIT_HARDLY_WOUNDED,TRAIT_ANALGESIA,TRAIT_FEARLESS), TRAIT_STATUS_EFFECT(id))