mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 13:12:23 +00:00
* Reworks cures, adds strains, adds treatment chems to symptoms
* Enables coexistence of different samples of the same strain at different stages within the same container
* Adds symptom guessing. Correct guesses reduce analysis time and wrong ones increase it.
* Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms
* Revert "Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms"
This reverts commit 124dd485c7.
* Adds spontaneous virus mutations, strain tracking. Removes antibody metabolism
* change the amount of time added/reduced by each factor
* Creates a disease outbreak event that allows admins to cause an outbreak of a virus of their choosing. Allows virus creation when choosing virus to give someone or for an outbreak.
* The normal base property values are now the defaults for disease creation
* Rebuild TGUI
* Rebuild TGUI
* Rebuild TGUI
* Update tgui.bundle.js
* remove redundant lines
* improves ui some and moves to using world time for analysis time
* fixes a bug with the analysis time and updates the initial known advanced disease list
* Buffs the disease outbreak event and adds a base stat row to the PANDEMIC
* Update tgui.bundle.js
* Implements calibration
* Adds a remove from database button
* Moves the known disease global list to work per z level
* Removes treatments from most chems and makes each instance of a symptom not acting purge some of the reagent that treated it
* Update symptoms.dm
* Adds stage to unknown diseases
* Moves accumulated error to work per z level and change the location of the delete strain data button
* Adds confirmation to the delete data button and moves the disease text out of the loop in the copy constructor
* fix indentation
* Replaces pent with hydrocodone in the advanced cure list
* gives more buffs to event disease based on severity. removes longevity from possible symptoms an event disease can get. Fixes a bug with determining analysis time
* Update tgui.bundle.js
* Update pandemic.dm
* Update pandemic.dm
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Makes vaccines only add resistances and no longer cure
* improves pandemic ui and fixes calibration button not being properly disabled
* Update tgui.bundle.js
* Add the new agars to the virologist's fridge
* lowered evolution chance of viruses a bit
* further lowers evolution chance
* Update advance.dm
* Changes the scaling of analysis time and fixes stage speed presentation in the pandemic
* Scanners can now see virus strains that have been inserted in the pandemic
* Allows a mob to be infected by both an event and non event disease
* Fixes the +1 syringe of translocation stabbing your feet
* Update tgui.bundle.js
* Changes spontanous mutation to be per spread and makes disease events less likely.
* Diseases less common, mutations happen only on spread now, symptom list ordered alphabetically in the dropdown, fixed some bugs
* Update tgui.bundle.js
* changes virus alerts
* Removes numbers from the virus alert text and fixes a bug that caused excessive virus mutations
* Update tgui.bundle.js
* refactor disease spread
* Changes disease spread logic to give players options to protect themselves and others
* Blackbox things
* Increases announcement timer and fixes the infection talley
* Update disease_outbreak.dm
* Adds an incubation period to advanced viruses. bumps sneeze back to 5 range
* Adds failsafe to disease outbreaks that will infect a random crew member if none have arrived in 10 minutes
* Only record advanced disease infections
* Properly handle recording of disease infection events
* Changed resistance effect on cure
* another adjustment to res effect on cure
* Small resist buff, spontanous combustion buff and some calculation fixes
* changes spontanous combustion stat bonuses and maluses
* Update flesh_eating.dm
* Update flesh_eating.dm
* Update flesh_eating.dm
* Big trait changes and rebalance
* adds treatments to fire and necro
* Introduces viral contamination of food and reagent containers, as well as disinfection
* Fix runtime in reagent transfers
* Revert the prefs and config changes
* Slowed down diseases and made symptoms more gradual, improved disease alerts to both crew and dchat
* Sterilizine now sterilizes things contaminated with viruses. Heat reactions now take place alongside chemical reactions when adding reagents to a beaker
* Adds option to order sterile masks, goggles and biosuits in packs of 4. Makes sterile masks as good as internals for viruses
* adds logging to pandemic
* Changes symptom stats and increased disease varaiety
* Fixes some disease bugs
* Fixes some bugs and makes it behave better
* Adds shiver emote to shiver symptom
* Adds admin message/log to contracting an event disease and fixes copy behaviour when infecting
* Prefix spread defines
* Change the rest of the macros
* correct the disinfection temp macro
* Moves disease signals to their own file
* move disnifection temp back
* fix a type
* viral contaminations component review changes
* var name changes
* more style fixes
* Update tgui.bundle.js
* fixes pandemic
* Fixes disease outbreak having two carriers sometimes and changes the virus alert to the new one
* Update disease_defines.dm
* fixes samples not passing stages on properly
* actually fixes the bug
* Fixes stabilization being lost on cloning
* Finally completely and absolutely fixes the sample stages bug(please)
* Makes the pandemic a machine
* Update pandemic.dm
* removed drinks from cure requirements
* lowers chance of major viral outbreak
* fixes pandemic not processing properly
* Changes the cure system to have more options
* Makes mixing event viruses more random
* Fixes hardsuits having a 1% chance to be infected
* Increases virus protection of most clothing. medical scrubs and surgical hat buffed sunstantially
* Slow down progress of diseases
* makes spread less likely
* envirosuit is now slightly more protective from viruses, while the medical one is as good as scrubs
* Adds further protection to helmets
* Increases the number of possible cures and the scaling of required cures
* Pandemic ui improvements
* Update _disease.dm
* fix a bug with spread target in the disease outbreak event
* changes some clothing permeability
* Adds the ability to make viral DNA extracts by injecting a sample into a black slime core. It's equivalent to 2 stages
* Adds age to health analyzer, makes viral evolution toggle minor disabilities, confusion symptom now confuses more often
* Update pandemic.dm
* replace lazarus with acetic acid in the cures
* Changes the relation of the amount of cure options to required cures and the scaling of required cures with resistance
* Fixes virus renaming
* changes description and permeability of some medical jumpsuits
* Adds a list of all diseases infecting client mobs to the disease outbreak event
* uses event UID instead of ref in the disease
* Adds advanced disease carriers to admin antag menu
* Adds viral eraser which removes tracking and stabilizing. Admin spawn only for now
* Update tgui.bundle.js
* Adds the ability to create viral genetic material using radiation. it can be used in addition to that produced in xenobio
* changes alert logic, disease generation logic, adds treatments to weakness, cough and sneeze now more gradual and cough spreads at range 3
* makes disease advance a bit faster
* reduce time to announcement to 6 minutes after 3 people are infected
* Changes medibot disease detection to be the same as analyzers. Treatment chems now put the symptom on a cooldown that persists after they leave the body.
* Make sure the disease outbreak event only selects crew
* Fix abductor virus gland virus generation
* Adds sterilizine to viro locker
* Fixes null viruses appearing when merging virusless blood
* Adds oculine to hyphema treatments
* Rebalances weight loss and flesh eating
* Improvements to advanced disease carrier tab on the TGUI antag menu
* change the flag on away missions
* Update mob_spawn.dm
* Update tgui.bundle.js
* adds sterilizine recipe back
* Adds viral contamination to surgery tools and surgery steps
* small changes
* fixes pandemic ui. should work properly now(I hope)
* CI compliance
* Update flesh_eating.dm
* Update vomit.dm
* Update tgui.bundle.js
* Initial revision of analysis and fixes the UI issue with multiple stage samples
* refactors treatment and makes treatment chems more adjustable
* var correction
* symptoms and their contribution now show up on the pandemic
* Update tgui.bundle.js
* Update code/datums/diseases/advance/symptoms/cough.dm
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
* change wizard disease and zombie disease macros to new ones
* Update tgui.bundle.js
* changes the part requirements on the pandemic boards to fit the actual parts
* fix misbehaviour when inserting samples without symptoms
* Some changes to difficulty scaling, reverts the level of projectile vomiting back to 4, and disallows germaphobes to avoid infection by injection
* Adds viral contamination to IV bags
---------
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
243 lines
8.9 KiB
Plaintext
243 lines
8.9 KiB
Plaintext
/datum/disease/transformation
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name = "Transformation"
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max_stages = 5
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spread_text = "Acute"
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spread_flags = SPREAD_SPECIAL
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cure_text = "A coder's love (theoretical)."
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agent = "Shenanigans"
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viable_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/alien)
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severity = VIRUS_BIOHAZARD
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stage_prob = 10
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disease_flags = VIRUS_CURABLE
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var/list/stage1 = list("You feel unremarkable.")
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var/list/stage2 = list("You feel boring.")
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var/list/stage3 = list("You feel utterly plain.")
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var/list/stage4 = list("You feel white bread.")
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var/list/stage5 = list("Oh the humanity!")
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var/transformation_text = null
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var/new_form = /mob/living/carbon/human
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var/job_role = null
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/datum/disease/transformation/stage_act()
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if(!..())
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return FALSE
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switch(stage)
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if(1)
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if(prob(stage_prob) && stage1)
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to_chat(affected_mob, pick(stage1))
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if(2)
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if(prob(stage_prob) && stage2)
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to_chat(affected_mob, pick(stage2))
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if(3)
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if(prob(stage_prob*2) && stage3)
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to_chat(affected_mob, pick(stage3))
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if(4)
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if(prob(stage_prob*2) && stage4)
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to_chat(affected_mob, pick(stage4))
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if(5)
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do_disease_transformation(affected_mob)
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/datum/disease/transformation/proc/do_disease_transformation(mob/living/affected_mob)
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if(iscarbon(affected_mob) && affected_mob.stat != DEAD)
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if(stage5)
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to_chat(affected_mob, pick(stage5))
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if(jobban_isbanned(affected_mob, job_role))
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affected_mob.death()
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return
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if(affected_mob.notransform)
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return
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if(transformation_text)
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to_chat(affected_mob, transformation_text)
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affected_mob.notransform = TRUE
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affected_mob.icon = null
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affected_mob.overlays.Cut()
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affected_mob.invisibility = 101
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for(var/obj/item/W in affected_mob)
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if(istype(W, /obj/item/bio_chip))
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qdel(W)
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continue
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W.layer = initial(W.layer)
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W.plane = initial(W.plane)
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W.loc = affected_mob.loc
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W.dropped(affected_mob)
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if(isobj(affected_mob.loc))
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var/obj/O = affected_mob.loc
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O.force_eject_occupant(affected_mob)
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var/mob/living/new_mob = new new_form(affected_mob.loc)
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affected_mob.create_log(MISC_LOG, "has transformed into [new_mob], due to having the virus \"[src]\"")
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if(istype(new_mob))
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new_mob.a_intent = "harm"
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if(affected_mob.mind)
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affected_mob.mind.transfer_to(new_mob)
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else
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new_mob.key = affected_mob.key
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if(isrobot(new_mob))
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new_mob.rename_self("Cyborg", TRUE, TRUE)
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qdel(affected_mob)
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/datum/disease/transformation/jungle_fever
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name = "Jungle Fever"
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cure_text = "Bananas"
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cures = list("banana")
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spread_text = "Monkey Bites"
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viable_mobtypes = list(/mob/living/carbon/human)
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cure_chance = 1
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desc = "Monkeys with this disease will bite humans, causing humans to mutate into a monkey."
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stage_prob = 4
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agent = "Kongey Vibrion M-909"
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new_form = /mob/living/carbon/human/monkey
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stage1 = null
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stage2 = null
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stage3 = null
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stage4 = list("<span class='warning'>Your back hurts.</span>", "<span class='warning'>You breathe through your mouth.</span>",
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"<span class='warning'>You have a craving for bananas.</span>", "<span class='warning'>Your mind feels clouded.</span>")
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stage5 = list("<span class='warning'>You feel like monkeying around.</span>")
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/datum/disease/transformation/jungle_fever/do_disease_transformation(mob/living/carbon/human/affected_mob)
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if(!issmall(affected_mob))
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affected_mob.monkeyize()
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/datum/disease/transformation/jungle_fever/stage_act()
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..()
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switch(stage)
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if(2)
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if(prob(2))
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to_chat(affected_mob, "<span class='notice'>Your [pick("back", "arm", "leg", "elbow", "head")] itches.</span>")
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if(3)
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if(prob(4))
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to_chat(affected_mob, "<span class='danger'>You feel a stabbing pain in your head.</span>")
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affected_mob.AdjustConfused(20 SECONDS)
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if(4)
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if(prob(3))
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affected_mob.say(pick("Eeek, ook ook!", "Eee-eeek!", "Eeee!", "Ungh, ungh."))
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/datum/disease/transformation/robot
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name = "Robotic Transformation"
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cure_text = "An injection of copper."
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cures = list("copper")
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cure_chance = 5
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agent = "R2D2 Nanomachines"
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desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
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stage1 = null
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stage2 = list("Your joints feel stiff.", "<span class='danger'>Beep...boop..</span>")
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stage3 = list("<span class='danger'>Your joints feel very stiff.</span>", "Your skin feels loose.", "<span class='danger'>You can feel something move...inside.</span>")
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stage4 = list("<span class='danger'>Your skin feels very loose.</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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stage5 = list("<span class='danger'>Your skin feels as if it's about to burst off!</span>")
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new_form = /mob/living/silicon/robot
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job_role = "Cyborg"
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/datum/disease/transformation/robot/stage_act()
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..()
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switch(stage)
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if(3)
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if(prob(8))
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affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
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if(prob(4))
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to_chat(affected_mob, "<span class='danger'>You feel a stabbing pain in your head.</span>")
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affected_mob.Paralyse(4 SECONDS)
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if(4)
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if(prob(20))
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affected_mob.say(pick("beep, beep!", "Boop bop boop beep.", "kkkiiiill mmme", "I wwwaaannntt tttoo dddiiieeee..."))
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/datum/disease/transformation/xeno
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name = "Xenomorph Transformation"
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cure_text = "Spaceacillin & Glycerol"
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cures = list("spaceacillin", "glycerol")
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cure_chance = 5
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agent = "Rip-LEY Alien Microbes"
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desc = "This disease changes the victim into a xenomorph."
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stage1 = null
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stage2 = list("Your throat feels scratchy.", "<span class='danger'>Kill...</span>")
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stage3 = list("<span class='danger'>Your throat feels very scratchy.</span>", "Your skin feels tight.", "<span class='danger'>You can feel something move...inside.</span>")
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stage4 = list("<span class='danger'>Your skin feels very tight.</span>", "<span class='danger'>Your blood boils!</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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stage5 = list("<span class='danger'>Your skin feels as if it's about to burst off!</span>")
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new_form = /mob/living/carbon/alien/humanoid/hunter
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job_role = ROLE_ALIEN
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/datum/disease/transformation/xeno/stage_act()
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..()
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switch(stage)
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if(3)
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if(prob(4))
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to_chat(affected_mob, "<span class='danger'>You feel a stabbing pain in your head.</span>")
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affected_mob.Paralyse(4 SECONDS)
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if(4)
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if(prob(20))
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affected_mob.say(pick("You look delicious.", "Going to... devour you...", "Hsssshhhhh!"))
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/datum/disease/transformation/slime
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name = "Advanced Mutation Transformation"
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cure_text = "frost oil"
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cures = list("frostoil")
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cure_chance = 80
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agent = "Advanced Mutation Toxin"
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desc = "This highly concentrated extract converts anything into more of itself."
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stage1 = list("You don't feel very well.")
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stage2 = list("Your skin feels a little slimy.")
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stage3 = list("<span class='danger'>Your appendages are melting away.</span>", "<span class='danger'>Your limbs begin to lose their shape.</span>")
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stage4 = list("<span class='danger'>You are turning into a slime.</span>")
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stage5 = list("<span class='danger'>You have become a slime.</span>")
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new_form = /mob/living/simple_animal/slime/random
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/datum/disease/transformation/slime/stage_act()
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..()
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switch(stage)
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if(1)
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if(ishuman(affected_mob))
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var/mob/living/carbon/human/H = affected_mob
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if(isslimeperson(H))
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stage = 5
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if(3)
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if(ishuman(affected_mob))
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var/mob/living/carbon/human/human = affected_mob
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if(!isslimeperson(human))
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human.set_species(/datum/species/slime)
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/datum/disease/transformation/corgi
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name = "The Barkening"
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cure_text = "Death"
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cures = list("adminordrazine")
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agent = "Fell Doge Majicks"
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desc = "This disease transforms the victim into a corgi."
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stage1 = list("BARK.")
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stage2 = list("You feel the need to wear silly hats.")
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stage3 = list("<span class='danger'>Must... eat... chocolate....</span>", "<span class='danger'>YAP</span>")
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stage4 = list("<span class='danger'>Visions of washing machines assail your mind!</span>")
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stage5 = list("<span class='danger'>AUUUUUU!!!</span>")
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new_form = /mob/living/simple_animal/pet/dog/corgi
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/datum/disease/transformation/corgi/stage_act()
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..()
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switch(stage)
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if(3)
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if(prob(8))
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affected_mob.say(pick("YAP", "Woof!"))
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if(4)
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if(prob(20))
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affected_mob.say(pick("Bark!", "AUUUUUU"))
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/datum/disease/transformation/morph
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name = "Gluttony's Blessing"
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cure_text = "nothing"
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cures = list("adminordrazine")
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agent = "Gluttony's Blessing"
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desc = "A 'gift' from somewhere terrible."
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stage_prob = 20
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stage1 = list("Your stomach rumbles.")
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stage2 = list("Your skin feels saggy.")
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stage3 = list("<span class='danger'>Your appendages are melting away.</span>", "<span class='danger'>Your limbs begin to lose their shape.</span>")
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stage4 = list("<span class='danger'>You're ravenous.</span>")
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stage5 = list("<span class='danger'>You have become a morph.</span>")
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transformation_text = "<span class='userdanger'>This transformation does NOT make you an antagonist if you were not one already. If you were not an antagonist, you should not eat any steal objectives or the contents of the armory.</span>"
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new_form = /mob/living/simple_animal/hostile/morph
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job_role = ROLE_MORPH
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