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CHOMPStation2/code/game/gamemodes/technomancer/instability.dm

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/mob/living
var/instability = 0
var/last_instability_event = null // most recent world.time that something bad happened due to instability.
// Proc: adjust_instability()
// Parameters: 0
// Description: Does nothing, because inheritence.
/mob/living/proc/adjust_instability()
return
// Proc: adjust_instability()
// Parameters: 1 (amount - how much instability to give)
// Description: Adds or subtracks instability to the mob, then updates the hud.
/mob/living/carbon/human/adjust_instability(var/amount)
instability = min(max(instability + amount, 0), 200)
instability_update_hud()
// Proc: instability_update_hud()
// Parameters: 0
// Description: Sets the HUD icon to the correct state.
/mob/living/carbon/human/proc/instability_update_hud()
if(client && hud_used)
switch(instability)
if(0 to 10)
wiz_instability_display.icon_state = "instability-1"
if(11 to 30)
wiz_instability_display.icon_state = "instability0"
if(31 to 50)
wiz_instability_display.icon_state = "instability1"
if(51 to 100)
wiz_instability_display.icon_state = "instability2"
if(101 to 200)
wiz_instability_display.icon_state = "instability3"
// Proc: Life()
// Parameters: 0
// Description: Makes instability tick along with Life().
/mob/living/carbon/human/Life()
. = ..()
handle_instability()
// Proc: handle_instability()
// Parameters: 0
// Description: Makes instability decay. instability_effects() handles the bad effects for having instability. It will also hold back
// from causing bad effects more than one every ten seconds, to prevent sudden death from angry RNG.
/mob/living/carbon/human/proc/handle_instability()
instability = Clamp(instability, 0, 200)
instability_update_hud()
//This should cushon against really bad luck.
if(instability && last_instability_event < (world.time - 10 SECONDS) && prob(20))
instability_effects()
switch(instability)
if(1 to 10)
adjust_instability(-1)
if(11 to 20)
adjust_instability(-2)
if(21 to 30)
adjust_instability(-3)
if(31 to 40)
adjust_instability(-4)
if(41 to 50)
adjust_instability(-5)
if(51 to 100)
adjust_instability(-10)
if(101 to 200)
adjust_instability(-20)
/*
[16:18:08] <PsiOmegaDelta> Sparks
[16:18:10] <PsiOmegaDelta> Wormholes
[16:18:16] <PsiOmegaDelta> Random spells firing off on their own
[16:18:22] <PsiOmegaDelta> The possibilities are endless
[16:19:00] <PsiOmegaDelta> Random objects phasing into reality, only to disappear again
[16:19:05] <PsiOmegaDelta> Things briefly duplicating
[16:20:56] <PsiOmegaDelta> Glass cracking, eventually breaking
*/
// Proc: instability_effects()
// Parameters: 0
// Description: Does a variety of bad effects to the entity holding onto the instability, with more severe effects occuring if they have
// a lot of instability.
/mob/living/carbon/human/proc/instability_effects()
if(instability)
var/rng = 0
last_instability_event = world.time
spawn(1)
var/image/instability_flash = image('icons/obj/spells.dmi',"instability")
overlays |= instability_flash
sleep(4)
overlays.Remove(instability_flash)
qdel(instability_flash)
switch(instability)
if(1 to 10) //Harmless
return
if(11 to 30) //Minor
rng = rand(0,1)
switch(rng)
if(0)
var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
sparks.set_up(5, 0, src)
sparks.attach(loc)
// var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
// spark_system.set_up(5, 0, get_turf(src))
// spark_system.attach(src)
sparks.start()
visible_message("<span class='warning'>Electrical sparks manifest from nowhere around \the [src]!</span>")
qdel(sparks)
if(1)
return
if(31 to 50) //Moderate
rng = rand(0,8)
switch(rng)
if(0)
apply_effect(instability * 0.5, IRRADIATE)
if(1)
return
// visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
// "<span class='danger'>You suddenly feel very weak, and you fall down!</span>")
// Weaken(instability * 0.1)
if(2)
if(can_feel_pain())
apply_effect(instability * 0.5, AGONY)
src << "<span class='danger'>You feel a sharp pain!</span>"
if(3)
apply_effect(instability * 0.5, EYE_BLUR)
src << "<span class='danger'>Your eyes start to get cloudy!</span>"
if(4)
electrocute_act(instability * 0.3, "unstable energies")
if(5)
adjustFireLoss(instability * 0.2) //10 burn @ 50 instability
src << "<span class='danger'>You feel your skin burn!</span>"
if(6)
adjustBruteLoss(instability * 0.2) //10 brute @ 50 instability
src << "<span class='danger'>You feel a sharp pain as an unseen force harms your body!</span>"
if(7)
adjustToxLoss(instability * 0.2) //10 tox @ 50 instability
if(8)
safe_blink(src, range = 6)
src << "<span class='warning'>You're teleported against your will!</span>"
if(51 to 100) //Severe
rng = rand(0,8)
switch(rng)
if(0)
apply_effect(instability * 0.7, IRRADIATE)
if(1)
// visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
// "<span class='danger'>You suddenly feel very light-headed, and faint!</span>")
// Paralyse(instability * 0.1)
return
if(2)
if(can_feel_pain())
apply_effect(instability * 0.7, AGONY)
src << "<span class='danger'>You feel an extremly angonizing pain from all over your body!</span>"
if(3)
apply_effect(instability * 0.5, EYE_BLUR)
src << "<span class='danger'>Your eyes start to get cloudy!</span>"
if(4)
electrocute_act(instability * 0.5, "extremely unstable energies")
if(5)
fire_act()
src << "<span class='danger'>You spontaneously combust!</span>"
if(6)
adjustCloneLoss(instability * 0.05) //5 cloneloss @ 100 instability
src << "<span class='danger'>You feel your body slowly degenerate.</span>"
if(7)
adjustToxLoss(instability * 0.25) //25 tox @ 100 instability
if(101 to 200) //Lethal
rng = rand(0,8)
switch(rng)
if(0)
apply_effect(instability, IRRADIATE)
if(1)
visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
"<span class='danger'>You suddenly feel very light-headed, and faint!</span>")
Paralyse(instability * 0.1)
if(2)
if(can_feel_pain())
apply_effect(instability, AGONY)
src << "<span class='danger'>You feel an extremly angonizing pain from all over your body!</span>"
if(3)
apply_effect(instability, EYE_BLUR)
src << "<span class='danger'>Your eyes start to get cloudy!</span>"
if(4)
electrocute_act(instability, "extremely unstable energies")
if(5)
fire_act()
src << "<span class='danger'>You spontaneously combust!</span>"
if(6)
adjustCloneLoss(instability * 0.10) //5 cloneloss @ 100 instability
src << "<span class='danger'>You feel your body slowly degenerate.</span>"
if(7)
adjustToxLoss(instability * 0.40) //25 tox @ 100 instability