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Bubberstation/code/datums/brain_damage/severe.dm
SkyratBot 328096d192 [MIRROR] Heretic DLC: Path of Moon [MDB IGNORE] (#25938)
* Heretic DLC: Path of Moon (#79536)

## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.

Credit to Fury McFlurry for the following sprites:
 ring_leader_effect

The path goes as follows:
 Moonlight Troupe
 Grasp of Lunacy
 Smile of the moon
 > Sidepaths:
    Mind Gate
    Ashen Eyes

 Mark of Moon
 Ritual of Knowledge
 Lunar Parade
 Moonlight Amulette
 > Sidepaths:
   Curse of Paralasys
   Unfathomable Curio
   Unsealed Arts

Moonlight blade
Ringleaders Rise
> Sidepaths:
   Ashen Ritual

 Last Act

Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife

Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
 to hallucinate everyone as indistinct human like figures.

Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
 last longer the less sanity your victim has.

https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63

Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
 and also 20 oxyloss.

https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9

Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
 detonated the victim is left confused.

https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7

Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.

https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b

Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon

Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings:
    The sister and He Who Wept:
    Additional atoms: Eyes.
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.

   The First Desire:
   Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.

   Great chaparral over rolling hills:
   Additional atoms: Any grown food.
Spreads kudzu when placed, when examined grants a flower to the heretic.

   Lady out of gates:
   Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.

    Climb over the rusted mountain:
    Additional atoms: Trash.
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet

These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.

https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8

https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789

Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
 poppy in the ritual to further decrease their mood on hit.

https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387

Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
 laughter on hit.

Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles

https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb

Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!

I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.

This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.

Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game

I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.

## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Heretic DLC: Path of Moon

---------

Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-01-01 15:27:44 +00:00

434 lines
16 KiB
Plaintext

//Severe traumas, when your brain gets abused way too much.
//These range from very annoying to completely debilitating.
//They cannot be cured with chemicals, and require brain surgery to solve.
/datum/brain_trauma/severe
abstract_type = /datum/brain_trauma/severe
resilience = TRAUMA_RESILIENCE_SURGERY
/datum/brain_trauma/severe/mute
name = "Mutism"
desc = "Patient is completely unable to speak."
scan_desc = "extensive damage to the brain's speech center"
gain_text = span_warning("You forget how to speak!")
lose_text = span_notice("You suddenly remember how to speak.")
/datum/brain_trauma/severe/mute/on_gain()
ADD_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/mute/on_lose()
REMOVE_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/aphasia
name = "Aphasia"
desc = "Patient is unable to speak or understand any language."
scan_desc = "extensive damage to the brain's language center"
gain_text = span_warning("You have trouble forming words in your head...")
lose_text = span_notice("You suddenly remember how languages work.")
/datum/brain_trauma/severe/aphasia/on_gain()
owner.add_blocked_language(subtypesof(/datum/language) - /datum/language/aphasia, LANGUAGE_APHASIA)
owner.grant_language(/datum/language/aphasia, source = LANGUAGE_APHASIA)
..()
/datum/brain_trauma/severe/aphasia/on_lose()
if(!QDELING(owner))
owner.remove_blocked_language(subtypesof(/datum/language), LANGUAGE_APHASIA)
owner.remove_language(/datum/language/aphasia, source = LANGUAGE_APHASIA)
..()
/datum/brain_trauma/severe/blindness
name = "Cerebral Blindness"
desc = "Patient's brain is no longer connected to its eyes."
scan_desc = "extensive damage to the brain's occipital lobe"
gain_text = span_warning("You can't see!")
lose_text = span_notice("Your vision returns.")
/datum/brain_trauma/severe/blindness/on_gain()
owner.become_blind(TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/blindness/on_lose()
owner.cure_blind(TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/paralysis
name = "Paralysis"
desc = "Patient's brain can no longer control part of its motor functions."
scan_desc = "cerebral paralysis"
gain_text = ""
lose_text = ""
var/paralysis_type
var/list/paralysis_traits = list()
//for descriptions
/datum/brain_trauma/severe/paralysis/New(specific_type)
if(specific_type)
paralysis_type = specific_type
if(!paralysis_type)
paralysis_type = pick("full","left","right","arms","legs","r_arm","l_arm","r_leg","l_leg")
var/subject
switch(paralysis_type)
if("full")
subject = "your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("left")
subject = "the left side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_L_LEG)
if("right")
subject = "the right side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_R_LEG)
if("arms")
subject = "your arms"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM)
if("legs")
subject = "your legs"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("r_arm")
subject = "your right arm"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM)
if("l_arm")
subject = "your left arm"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM)
if("r_leg")
subject = "your right leg"
paralysis_traits = list(TRAIT_PARALYSIS_R_LEG)
if("l_leg")
subject = "your left leg"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG)
gain_text = span_warning("You can't feel [subject] anymore!")
lose_text = span_notice("You can feel [subject] again!")
/datum/brain_trauma/severe/paralysis/on_gain()
..()
for(var/X in paralysis_traits)
ADD_TRAIT(owner, X, TRAUMA_TRAIT)
/datum/brain_trauma/severe/paralysis/on_lose()
..()
for(var/X in paralysis_traits)
REMOVE_TRAIT(owner, X, TRAUMA_TRAIT)
/datum/brain_trauma/severe/paralysis/paraplegic
random_gain = FALSE
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/hemiplegic
random_gain = FALSE
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/hemiplegic/left
paralysis_type = "left"
/datum/brain_trauma/severe/paralysis/hemiplegic/right
paralysis_type = "right"
/datum/brain_trauma/severe/narcolepsy
name = "Narcolepsy"
desc = "Patient may involuntarily fall asleep during normal activities."
scan_desc = "traumatic narcolepsy"
gain_text = span_warning("You have a constant feeling of drowsiness...")
lose_text = span_notice("You feel awake and aware again.")
/datum/brain_trauma/severe/narcolepsy/on_life(seconds_per_tick, times_fired)
if(owner.IsSleeping())
return
var/sleep_chance = 1
var/drowsy = !!owner.has_status_effect(/datum/status_effect/drowsiness)
if(owner.move_intent == MOVE_INTENT_RUN)
sleep_chance += 2
if(drowsy)
sleep_chance += 3
if(SPT_PROB(0.5 * sleep_chance, seconds_per_tick))
to_chat(owner, span_warning("You fall asleep."))
owner.Sleeping(6 SECONDS)
else if(!drowsy && SPT_PROB(sleep_chance, seconds_per_tick))
to_chat(owner, span_warning("You feel tired..."))
owner.adjust_drowsiness(20 SECONDS)
/datum/brain_trauma/severe/monophobia
name = "Monophobia"
desc = "Patient feels sick and distressed when not around other people, leading to potentially lethal levels of stress."
scan_desc = "monophobia"
gain_text = ""
lose_text = span_notice("You feel like you could be safe on your own.")
var/stress = 0
/datum/brain_trauma/severe/monophobia/on_gain()
..()
if(check_alone())
to_chat(owner, span_warning("You feel really lonely..."))
else
to_chat(owner, span_notice("You feel safe, as long as you have people around you."))
/datum/brain_trauma/severe/monophobia/on_life(seconds_per_tick, times_fired)
..()
if(check_alone())
stress = min(stress + 0.5, 100)
if(stress > 10 && SPT_PROB(2.5, seconds_per_tick))
stress_reaction()
else
stress = max(stress - (2 * seconds_per_tick), 0)
/datum/brain_trauma/severe/monophobia/proc/check_alone()
var/check_radius = 7
if(owner.is_blind())
check_radius = 1
for(var/mob/M in oview(owner, check_radius))
if(!isliving(M)) //ghosts ain't people
continue
if(istype(M, /mob/living/simple_animal/pet) || istype(M, /mob/living/basic/pet) || M.ckey)
return FALSE
return TRUE
/datum/brain_trauma/severe/monophobia/proc/stress_reaction()
if(owner.stat != CONSCIOUS)
return
var/high_stress = (stress > 60) //things get psychosomatic from here on
switch(rand(1, 6))
if(1)
if(high_stress)
to_chat(owner, span_warning("You feel really sick at the thought of being alone!"))
else
to_chat(owner, span_warning("You feel sick..."))
addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/living/carbon, vomit), high_stress), 50) //blood vomit if high stress
if(2)
if(high_stress)
to_chat(owner, span_warning("You feel weak and scared! If only you weren't alone..."))
owner.adjustStaminaLoss(50)
else
to_chat(owner, span_warning("You can't stop shaking..."))
owner.adjust_dizzy(40 SECONDS)
owner.adjust_confusion(20 SECONDS)
owner.set_jitter_if_lower(40 SECONDS)
if(3, 4)
if(high_stress)
to_chat(owner, span_warning("You're going mad with loneliness!"))
owner.adjust_hallucinations(60 SECONDS)
else
to_chat(owner, span_warning("You feel really lonely..."))
if(5)
if(high_stress)
if(prob(15) && ishuman(owner))
var/mob/living/carbon/human/H = owner
H.set_heartattack(TRUE)
to_chat(H, span_userdanger("You feel a stabbing pain in your heart!"))
else
to_chat(owner, span_userdanger("You feel your heart lurching in your chest..."))
owner.adjustOxyLoss(8)
else
to_chat(owner, span_warning("Your heart skips a beat."))
owner.adjustOxyLoss(8)
else
//No effect
return
/datum/brain_trauma/severe/discoordination
name = "Discoordination"
desc = "Patient is unable to use complex tools or machinery."
scan_desc = "extreme discoordination"
gain_text = span_warning("You can barely control your hands!")
lose_text = span_notice("You feel in control of your hands again.")
/datum/brain_trauma/severe/discoordination/on_gain()
. = ..()
owner.apply_status_effect(/datum/status_effect/discoordinated)
/datum/brain_trauma/severe/discoordination/on_lose()
owner.remove_status_effect(/datum/status_effect/discoordinated)
return ..()
/datum/brain_trauma/severe/pacifism
name = "Traumatic Non-Violence"
desc = "Patient is extremely unwilling to harm others in violent ways."
scan_desc = "pacific syndrome"
gain_text = span_notice("You feel oddly peaceful.")
lose_text = span_notice("You no longer feel compelled to not harm.")
/datum/brain_trauma/severe/pacifism/on_gain()
ADD_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/pacifism/on_lose()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/hypnotic_stupor
name = "Hypnotic Stupor"
desc = "Patient is prone to episodes of extreme stupor that leaves them extremely suggestible."
scan_desc = "oneiric feedback loop"
gain_text = span_warning("You feel somewhat dazed.")
lose_text = span_notice("You feel like a fog was lifted from your mind.")
/datum/brain_trauma/severe/hypnotic_stupor/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
..()
owner.remove_status_effect(/datum/status_effect/trance)
/datum/brain_trauma/severe/hypnotic_stupor/on_life(seconds_per_tick, times_fired)
..()
if(SPT_PROB(0.5, seconds_per_tick) && !owner.has_status_effect(/datum/status_effect/trance))
owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
/datum/brain_trauma/severe/hypnotic_trigger
name = "Hypnotic Trigger"
desc = "Patient has a trigger phrase set in their subconscious that will trigger a suggestible trance-like state."
scan_desc = "oneiric feedback loop"
gain_text = span_warning("You feel odd, like you just forgot something important.")
lose_text = span_notice("You feel like a weight was lifted from your mind.")
random_gain = FALSE
var/trigger_phrase = "Nanotrasen"
/datum/brain_trauma/severe/hypnotic_trigger/New(phrase)
..()
if(phrase)
trigger_phrase = phrase
/datum/brain_trauma/severe/hypnotic_trigger/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
..()
owner.remove_status_effect(/datum/status_effect/trance)
/datum/brain_trauma/severe/hypnotic_trigger/handle_hearing(datum/source, list/hearing_args)
if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER])
return
var/regex/reg = new("(\\b[REGEX_QUOTE(trigger_phrase)]\\b)","ig")
if(findtext(hearing_args[HEARING_RAW_MESSAGE], reg))
addtimer(CALLBACK(src, PROC_REF(hypnotrigger)), 10) //to react AFTER the chat message
hearing_args[HEARING_RAW_MESSAGE] = reg.Replace(hearing_args[HEARING_RAW_MESSAGE], span_hypnophrase("*********"))
/datum/brain_trauma/severe/hypnotic_trigger/proc/hypnotrigger()
to_chat(owner, span_warning("The words trigger something deep within you, and you feel your consciousness slipping away..."))
owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
/datum/brain_trauma/severe/dyslexia
name = "Dyslexia"
desc = "Patient is unable to read or write."
scan_desc = "dyslexia"
gain_text = span_warning("You have trouble reading or writing...")
lose_text = span_notice("You suddenly remember how to read and write.")
/datum/brain_trauma/severe/dyslexia/on_gain()
ADD_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/dyslexia/on_lose()
REMOVE_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT)
..()
/*
* Brain traumas that eldritch paintings apply
* This one is for "The Sister and He Who Wept" or /obj/structure/sign/painting/eldritch
*/
/datum/brain_trauma/severe/weeping
name = "The Weeping"
desc = "Patient hallucinates everyone as a figure called He Who Wept"
scan_desc = "H_E##%%%WEEP6%11S!!,)()"
gain_text = span_warning("HE WEEPS AND I WILL SEE HIM ONCE MORE")
lose_text = span_notice("You feel the tendrils of something slip from your mind.")
random_gain = FALSE
/// Our cooldown declare for causing hallucinations
COOLDOWN_DECLARE(weeping_hallucinations)
/datum/brain_trauma/severe/weeping/on_life(seconds_per_tick, times_fired)
if(owner.stat != CONSCIOUS || owner.IsSleeping() || owner.IsUnconscious())
return
// If they have examined a painting recently
if(HAS_TRAIT(owner, TRAIT_ELDRITCH_PAINTING_EXAMINE))
return
if(!COOLDOWN_FINISHED(src, weeping_hallucinations))
return
owner.cause_hallucination(/datum/hallucination/delusion/preset/heretic, "Caused by The Weeping brain trauma")
owner.add_mood_event("eldritch_weeping", /datum/mood_event/eldritch_painting/weeping)
COOLDOWN_START(src, weeping_hallucinations, 10 SECONDS)
..()
//This one is for "The First Desire" or /obj/structure/sign/painting/eldritch/desire
/datum/brain_trauma/severe/flesh_desire
name = "The Desire for Flesh"
desc = "Patient appears hungrier and only wishes to eat meats."
scan_desc = "H_(82882)G3E:__))9R"
gain_text = span_warning("I feel a hunger, only organs and flesh will feed it...")
lose_text = span_notice("You no longer feel the hunger for flesh...")
random_gain = FALSE
/// How much faster we loose hunger
var/hunger_rate = 15
/datum/brain_trauma/severe/flesh_desire/on_gain()
// Allows them to eat faster, mainly for flavor
ADD_TRAIT(owner, TRAIT_VORACIOUS, REF(src))
ADD_TRAIT(owner, TRAIT_FLESH_DESIRE, REF(src))
..()
/datum/brain_trauma/severe/flesh_desire/on_life(seconds_per_tick, times_fired)
// Causes them to need to eat at 10x the normal rate
owner.adjust_nutrition(-hunger_rate * HUNGER_FACTOR)
if(SPT_PROB(10, seconds_per_tick))
to_chat(owner, span_notice("You feel a ravenous hunger for flesh..."))
owner.overeatduration = max(owner.overeatduration - 200 SECONDS, 0)
/datum/brain_trauma/severe/flesh_desire/on_lose()
REMOVE_TRAIT(owner, TRAIT_VORACIOUS, REF(src))
REMOVE_TRAIT(owner, TRAIT_FLESH_DESIRE, REF(src))
return ..()
// This one is for "Lady out of gates" or /obj/item/wallframe/painting/eldritch/beauty
/datum/brain_trauma/severe/eldritch_beauty
name = "The Pursuit of Perfection"
desc = "Patient seems to furiously scratch at their body, the only way to make them cease is for them to remove their jumpsuit."
scan_desc = "I_)8(P_E##R&&F(E)C__T)"
gain_text = span_warning("I WILL RID MY FLESH FROM IMPERFECTION!! I WILL BE PERFECT WITHOUT MY SUITS!!")
lose_text = span_notice("You feel the influence of something slip your mind, and you feel content as you are.")
random_gain = FALSE
/// How much damage we deal with each scratch
var/scratch_damage = 0.5
/datum/brain_trauma/severe/eldritch_beauty/on_life(seconds_per_tick, times_fired)
// Jumpsuits ruin the "perfection" of the body
if(!owner.get_item_by_slot(ITEM_SLOT_ICLOTHING))
return
// Scratching code
var/obj/item/bodypart/bodypart = owner.get_bodypart(owner.get_random_valid_zone(even_weights = TRUE))
if(!(bodypart && IS_ORGANIC_LIMB(bodypart)) && bodypart.bodypart_flags & BODYPART_PSEUDOPART)
return
if(owner.incapacitated())
return
bodypart.receive_damage(scratch_damage)
if(SPT_PROB(33, seconds_per_tick))
to_chat(owner, span_notice("You scratch furiously at [bodypart] to ruin the cloth that hides the beauty!"))
// This one is for "Climb over the rusted mountain" or /obj/structure/sign/painting/eldritch/rust
/datum/brain_trauma/severe/rusting
name = "The Rusted Climb"
desc = "Patient seems to oxidise things around them at random, and seem to believe they are aiding a creature in climbing a mountin."
scan_desc = "C_)L(#_I_##M;B"
gain_text = span_warning("The rusted climb shall finish at the peak")
lose_text = span_notice("The rusted climb? Whats that? An odd dream to be sure.")
random_gain = FALSE
/datum/brain_trauma/severe/rusting/on_life(seconds_per_tick, times_fired)
var/atom/tile = get_turf(owner)
// Examining a painting should stop this effect to give counterplay
if(HAS_TRAIT(owner, TRAIT_ELDRITCH_PAINTING_EXAMINE))
return
if(SPT_PROB(50, seconds_per_tick))
to_chat(owner, span_notice("You feel eldritch energies pulse from your body!"))
tile.rust_heretic_act()