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* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
52 lines
1.3 KiB
Plaintext
52 lines
1.3 KiB
Plaintext
/*
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//////////////////////////////////////
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Hyphema (Eye bleeding)
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Slightly noticable.
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Lowers resistance tremendously.
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Decreases stage speed tremendously.
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Decreases transmittablity.
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Critical Level.
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Bonus
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Causes blindness.
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//////////////////////////////////////
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*/
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/datum/symptom/visionloss
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name = "Hyphema"
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stealth = -1
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resistance = -4
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stage_speed = -4
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transmittable = -3
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level = 5
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severity = 4
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/datum/symptom/visionloss/Activate(datum/disease/advance/A)
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..()
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if(prob(SYMPTOM_ACTIVATION_PROB))
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var/mob/living/carbon/M = A.affected_mob
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var/obj/item/organ/internal/eyes/eyes = M.get_int_organ(/obj/item/organ/internal/eyes)
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if(!eyes) //NO EYES, NO PROBLEM! Rip out your eyes today to prevent future blindness!
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return
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switch(A.stage)
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if(1, 2)
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to_chat(M, "<span class='warning'>Your eyes itch.</span>")
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if(3, 4)
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to_chat(M, "<span class='warning'><b>Your eyes burn!</b></span>")
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M.EyeBlurry(40 SECONDS)
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eyes.receive_damage(1)
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else
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to_chat(M, "<span class='userdanger'>Your eyes burn horrificly!</span>")
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M.EyeBlurry(60 SECONDS)
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eyes.receive_damage(5)
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if(eyes.damage >= 10)
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M.become_nearsighted(EYE_DAMAGE)
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if(prob(eyes.damage - 10 + 1))
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if(!M.AmountBlinded())
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to_chat(M, "<span class='userdanger'>You go blind!</span>")
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eyes.receive_damage(eyes.max_damage)
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