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dad3774e7b
* Spring cleaning * The great virus reclassification * Add severity comment to Fake GBS * Fix Jungle Fever being uncurable * Fix Shock causing fainting slightly too often * Makes Brainrot kill more reliably (yes, it already did) * Make Wizarditis replace clothes a bit less eagerly, cleanup * Buff Wizarditis effects' probabilities * Add a bit of variety to Wizarditis flavor messages * Clean up, nerf, and add some variety to Lycancoughy * Refactor Spanish Inquisition Flu * Refactor and slightly rebalance ICE9 Cold * Fix DROPDEL items not GCing properly sometimes * Lightly overhaul Pierrot's Throat * Remove unnecessary `null` declaration assignment * Deduplicate Critical disease properties * Spring cleaning 2: Electric Boogaloo * whoops * Fixes DROPDEL items not GCing properly someothertimes * Make Wizarditis clothes DROPDEL too * Lewcc review * Deduplicate Pierrot's Throat symptoms * Spread out Cold9 and Spanish Flu's damage * Clean up Adv. Kingstons * Fix Adv. Kingstons *healing* brute damage
51 lines
2.1 KiB
Plaintext
51 lines
2.1 KiB
Plaintext
/datum/disease/anxiety
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name = "Severe Anxiety"
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form = "Infection"
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max_stages = 4
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spread_text = "On contact"
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spread_flags = CONTACT_GENERAL
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cure_text = "Ethanol"
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cures = list("ethanol")
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agent = "Excess Lepidopticides"
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viable_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/human/monkey)
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desc = "If left untreated subject will regurgitate butterflies."
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severity = MINOR
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/datum/disease/anxiety/stage_act()
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if(!..())
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return FALSE
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switch(stage)
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if(2)
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if(prob(5))
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to_chat(affected_mob, "<span class='notice'>You feel anxious.</span>")
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if(3)
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if(prob(10))
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to_chat(affected_mob, "<span class='notice'>Your stomach flutters.</span>")
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if(prob(5))
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to_chat(affected_mob, "<span class='notice'>You feel panicky.</span>")
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if(prob(2))
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to_chat(affected_mob, "<span class='danger'>You're overtaken with panic!</span>")
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affected_mob.AdjustConfused(rand(4 SECONDS, 6 SECONDS))
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if(4)
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if(prob(10))
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to_chat(affected_mob, "<span class='danger'>You feel butterflies in your stomach.</span>")
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if(prob(5))
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affected_mob.visible_message("<span class='danger'>[affected_mob] stumbles around in a panic.</span>", \
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"<span class='userdanger'>You have a panic attack!</span>")
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affected_mob.AdjustConfused(rand(12 SECONDS, 16 SECONDS))
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affected_mob.AdjustJitter(rand(12 SECONDS, 16 SECONDS))
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if(prob(2))
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affected_mob.visible_message("<span class='danger'>[affected_mob] coughs up butterflies!</span>", \
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"<span class='userdanger'>You cough up butterflies!</span>")
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for(var/i in 1 to 2)
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var/mob/living/simple_animal/butterfly/B = new(affected_mob.loc)
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addtimer(CALLBACK(B, TYPE_PROC_REF(/mob/living/simple_animal/butterfly, decompose)), rand(5, 25) SECONDS)
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/**
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* Made so severe anxiety does not overload the SSmob while keeping it's effect
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*/
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/mob/living/simple_animal/butterfly/proc/decompose()
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visible_message("<span class='notice'>[src] decomposes due to being outside of its original habitat for too long!</span>",
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"<span class='userdanger'>You decompose for being too long out of your habitat!</span>")
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melt()
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