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* This tail refactor turned into an organ refactor. Funny how that works. * Firstly, fixing all the conflicts. * Fixes all our maps (hopefully) * Actually, this should fix pod people hair :) * Almost everything is working, just two major things to fix * Fixed a certain kind of external organ * Cleaning up some more stuff * Turned tail_cat into tail because why the fuck are they separate? * Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file * Adds relevant_layers to organs to help with rendering * Makes stored_feature_id also check mutant_bodyparts * Fixes the icon_state names of ALL the tails (pain) * Fixes wagging, gotta refactor most mutant bodyparts later on * I Love Added Failures * Fixed some organs that slipped through my searches * This could possibly fix the CI for this? * It doesn't look like it did fix it * This will make it pass, even if it's ugly as sin. * Fixed Felinids having a weird ghost tail * Fixes instances of snouts and tails not being properly colored Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
59 lines
2.3 KiB
Plaintext
59 lines
2.3 KiB
Plaintext
/datum/disease/brainrot
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name = "Brainrot"
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max_stages = 4
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spread_text = "On contact"
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spread_flags = DISEASE_SPREAD_BLOOD | DISEASE_SPREAD_CONTACT_SKIN | DISEASE_SPREAD_CONTACT_FLUIDS
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cure_text = "Mannitol"
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cures = list(/datum/reagent/medicine/mannitol)
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agent = "Cryptococcus Cosmosis"
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viable_mobtypes = list(/mob/living/carbon/human)
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cure_chance = 7.5 //higher chance to cure, since two reagents are required
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desc = "This disease destroys the braincells, causing brain fever, brain necrosis and general intoxication."
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required_organs = list(/obj/item/organ/internal/brain)
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severity = DISEASE_SEVERITY_HARMFUL
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/datum/disease/brainrot/stage_act(delta_time, times_fired) //Removed toxloss because damaging diseases are pretty horrible. Last round it killed the entire station because the cure didn't work -- Urist -ACTUALLY Removed rather than commented out, I don't see it returning - RR
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. = ..()
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if(!.)
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return
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switch(stage)
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if(2)
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if(DT_PROB(1, delta_time))
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affected_mob.emote("blink")
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if(DT_PROB(1, delta_time))
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affected_mob.emote("yawn")
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if(DT_PROB(1, delta_time))
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to_chat(affected_mob, span_danger("You don't feel like yourself."))
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if(DT_PROB(2.5, delta_time))
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1, 170)
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if(3)
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if(DT_PROB(1, delta_time))
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affected_mob.emote("stare")
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if(DT_PROB(1, delta_time))
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affected_mob.emote("drool")
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if(DT_PROB(5, delta_time))
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2, 170)
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if(prob(2))
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to_chat(affected_mob, span_danger("Your try to remember something important...but can't."))
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if(4)
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if(DT_PROB(1, delta_time))
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affected_mob.emote("stare")
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if(DT_PROB(1, delta_time))
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affected_mob.emote("drool")
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if(DT_PROB(7.5, delta_time))
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 170)
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if(prob(2))
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to_chat(affected_mob, span_danger("Strange buzzing fills your head, removing all thoughts."))
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if(DT_PROB(1.5, delta_time))
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to_chat(affected_mob, span_danger("You lose consciousness..."))
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affected_mob.visible_message(span_warning("[affected_mob] suddenly collapses!"), \
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span_userdanger("You suddenly collapse!"))
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affected_mob.Unconscious(rand(100, 200))
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if(prob(1))
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affected_mob.emote("snore")
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if(DT_PROB(7.5, delta_time))
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affected_mob.adjust_timed_status_effect(6 SECONDS, /datum/status_effect/speech/stutter)
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