Files
Nathan Winters dad3774e7b Buffs the Virus Outbreak event (#23285)
* 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
2023-12-31 10:21:45 +00:00

31 lines
963 B
Plaintext

/datum/disease/cold9
name = "The Cold"
medical_name = "ICE9 Cold"
max_stages = 3
spread_text = "On contact"
spread_flags = CONTACT_GENERAL
cure_text = "Spaceacillin"
cures = list("spaceacillin")
agent = "ICE9-rhinovirus"
viable_mobtypes = list(/mob/living/carbon/human)
desc = "If left untreated the subject will slow, as if partly frozen."
severity = HARMFUL
/datum/disease/cold9/stage_act()
if(!..())
return FALSE
if(stage < 2)
return
var/stage_factor = stage - 1
affected_mob.bodytemperature -= 7.5 * stage_factor // Enough to consistently frostburn certain species alive at stage 3
if(prob(2 * stage_factor))
affected_mob.emote("sneeze")
if(prob(2 * stage_factor))
affected_mob.emote("cough")
if(prob(3 * stage_factor))
to_chat(affected_mob, "<span class='danger'>Your throat feels sore.</span>")
if(prob(5 * stage_factor))
to_chat(affected_mob, "<span class='danger'>You feel stiff.</span>")
affected_mob.adjustFireLoss(1)