Files
Paradise/code/datums/status_effects/buffs.dm
2023-07-24 15:38:48 +01:00

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//Largely beneficial effects go here, even if they have drawbacks. An example is provided in Shadow Mend.
/datum/status_effect/his_grace
id = "his_grace"
duration = -1
tick_interval = 4
alert_type = /obj/screen/alert/status_effect/his_grace
var/bloodlust = 0
/obj/screen/alert/status_effect/his_grace
name = "His Grace"
desc = "His Grace hungers, and you must feed Him."
icon_state = "his_grace"
alerttooltipstyle = "hisgrace"
/obj/screen/alert/status_effect/his_grace/MouseEntered(location, control, params)
desc = initial(desc)
var/datum/status_effect/his_grace/HG = attached_effect
desc += "<br><font size=3><b>Current Bloodthirst: [HG.bloodlust]</b></font>\
<br>Becomes undroppable at <b>[HIS_GRACE_FAMISHED]</b>\
<br>Will consume you at <b>[HIS_GRACE_CONSUME_OWNER]</b>"
..()
/datum/status_effect/his_grace/on_apply()
add_attack_logs(owner, owner, "gained His Grace's stun immunity", ATKLOG_ALL)
owner.add_stun_absorption("hisgrace", INFINITY, 3, null, "His Grace protects you from the stun!")
return ..()
/datum/status_effect/his_grace/tick()
bloodlust = 0
var/graces = 0
var/list/held_items = list()
held_items += owner.l_hand
held_items += owner.r_hand
for(var/obj/item/his_grace/HG in held_items)
if(HG.bloodthirst > bloodlust)
bloodlust = HG.bloodthirst
if(HG.awakened)
graces++
if(!graces)
owner.apply_status_effect(STATUS_EFFECT_HISWRATH)
qdel(src)
return
var/grace_heal = bloodlust * 0.05
owner.adjustBruteLoss(-grace_heal)
owner.adjustFireLoss(-grace_heal)
owner.adjustToxLoss(-grace_heal)
owner.adjustOxyLoss(-(grace_heal * 2))
owner.adjustCloneLoss(-grace_heal)
/datum/status_effect/his_grace/on_remove()
add_attack_logs(owner, owner, "lost His Grace's stun immunity", ATKLOG_ALL)
if(islist(owner.stun_absorption) && owner.stun_absorption["hisgrace"])
owner.remove_stun_absorption("hisgrace")
/datum/status_effect/shadow_mend
id = "shadow_mend"
duration = 3 SECONDS
alert_type = /obj/screen/alert/status_effect/shadow_mend
/obj/screen/alert/status_effect/shadow_mend
name = "Shadow Mend"
desc = "Shadowy energies wrap around your wounds, sealing them at a price. After healing, you will slowly lose health every three seconds for thirty seconds."
icon_state = "shadow_mend"
/datum/status_effect/shadow_mend/on_apply()
owner.visible_message("<span class='notice'>Violet light wraps around [owner]'s body!</span>", "<span class='notice'>Violet light wraps around your body!</span>")
playsound(owner, 'sound/magic/teleport_app.ogg', 50, 1)
return ..()
/datum/status_effect/shadow_mend/tick()
owner.adjustBruteLoss(-15)
owner.adjustFireLoss(-15)
/datum/status_effect/shadow_mend/on_remove()
owner.visible_message("<span class='warning'>The violet light around [owner] glows black!</span>", "<span class='warning'>The tendrils around you cinch tightly and reap their toll...</span>")
playsound(owner, 'sound/magic/teleport_diss.ogg', 50, 1)
owner.apply_status_effect(STATUS_EFFECT_VOID_PRICE)
/datum/status_effect/void_price
id = "void_price"
duration = 30 SECONDS
tick_interval = 3 SECONDS
status_type = STATUS_EFFECT_REFRESH
alert_type = /obj/screen/alert/status_effect/void_price
var/price = 3 //This is how much hp you lose per tick. Each time the buff is refreshed, it increased by 1. Healing too much in a short period of time will cause your swift demise
/obj/screen/alert/status_effect/void_price
name = "Void Price"
desc = "Black tendrils cinch tightly against you, digging wicked barbs into your flesh."
icon_state = "shadow_mend"
/datum/status_effect/void_price/tick()
playsound(owner, 'sound/weapons/bite.ogg', 50, 1)
owner.adjustBruteLoss(price)
/datum/status_effect/void_price/refresh()
price++
return ..()
/datum/status_effect/blooddrunk
id = "blooddrunk"
duration = 10
tick_interval = 0
alert_type = /obj/screen/alert/status_effect/blooddrunk
var/blooddrunk_damage_mod_remove = 4 // Damage is multiplied by this at the end of the status effect. Modify this one, it changes the _add
/obj/screen/alert/status_effect/blooddrunk
name = "Blood-Drunk"
desc = "You are drunk on blood! Your pulse thunders in your ears! Nothing can harm you!" //not true, and the item description mentions its actual effect
icon_state = "blooddrunk"
/datum/status_effect/blooddrunk/on_apply()
. = ..()
if(.)
ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "blooddrunk")
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
var/blooddrunk_damage_mod_add = 1 / blooddrunk_damage_mod_remove // Damage is multiplied by this at the start of the status effect. Don't modify this one directly.
H.physiology.brute_mod *= blooddrunk_damage_mod_add
H.physiology.burn_mod *= blooddrunk_damage_mod_add
H.physiology.tox_mod *= blooddrunk_damage_mod_add
H.physiology.oxy_mod *= blooddrunk_damage_mod_add
H.physiology.clone_mod *= blooddrunk_damage_mod_add
H.physiology.stamina_mod *= blooddrunk_damage_mod_add
add_attack_logs(owner, owner, "gained blood-drunk stun immunity", ATKLOG_ALL)
owner.add_stun_absorption("blooddrunk", INFINITY, 4)
owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, TRUE, use_reverb = FALSE)
/datum/status_effect/blooddrunk/on_remove()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod *= blooddrunk_damage_mod_remove
H.physiology.burn_mod *= blooddrunk_damage_mod_remove
H.physiology.tox_mod *= blooddrunk_damage_mod_remove
H.physiology.oxy_mod *= blooddrunk_damage_mod_remove
H.physiology.clone_mod *= blooddrunk_damage_mod_remove
H.physiology.stamina_mod *= blooddrunk_damage_mod_remove
add_attack_logs(owner, owner, "lost blood-drunk stun immunity", ATKLOG_ALL)
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "blooddrunk")
if(islist(owner.stun_absorption) && owner.stun_absorption["blooddrunk"])
owner.remove_stun_absorption("blooddrunk")
/obj/screen/alert/status_effect/dash
name = "Dash"
desc = "Your have the ability to dash!"
icon = 'icons/mob/actions/actions.dmi'
icon_state = "genetic_jump"
/datum/status_effect/dash
id = "dash"
duration = 5 SECONDS
tick_interval = 0
alert_type = /obj/screen/alert/status_effect/dash
/datum/status_effect/bloodswell
id = "bloodswell"
duration = 30 SECONDS
tick_interval = 0
alert_type = /obj/screen/alert/status_effect/blood_swell
var/bonus_damage_applied = FALSE
/obj/screen/alert/status_effect/blood_swell
name = "Blood Swell"
desc = "Your body has been infused with crimson magics, your resistance to attacks has greatly increased!"
icon = 'icons/mob/actions/actions.dmi'
icon_state = "blood_swell_status"
/datum/status_effect/bloodswell/on_apply()
. = ..()
if(!. || !ishuman(owner))
return FALSE
ADD_TRAIT(owner, TRAIT_CHUNKYFINGERS, VAMPIRE_TRAIT)
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod *= 0.5
H.physiology.burn_mod *= 0.8
H.physiology.stamina_mod *= 0.5
H.physiology.stun_mod *= 0.5
var/datum/antagonist/vampire/V = owner.mind.has_antag_datum(/datum/antagonist/vampire)
if(V.get_ability(/datum/vampire_passive/blood_swell_upgrade))
bonus_damage_applied = TRUE
H.physiology.melee_bonus += 10
H.dna.species.punchstunthreshold += 8 //higher chance to stun but not 100%
/datum/status_effect/bloodswell/on_remove()
if(!ishuman(owner))
return
REMOVE_TRAIT(owner, TRAIT_CHUNKYFINGERS, VAMPIRE_TRAIT)
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod /= 0.5
H.physiology.burn_mod /= 0.8
H.physiology.stamina_mod /= 0.5
H.physiology.stun_mod /= 0.5
if(bonus_damage_applied)
bonus_damage_applied = FALSE
H.physiology.melee_bonus -= 10
H.dna.species.punchstunthreshold -= 8
/datum/status_effect/blood_rush
alert_type = null
duration = 10 SECONDS
/datum/status_effect/blood_rush/on_apply()
ADD_TRAIT(owner, TRAIT_GOTTAGOFAST, VAMPIRE_TRAIT)
return TRUE
/datum/status_effect/blood_rush/on_remove()
REMOVE_TRAIT(owner, TRAIT_GOTTAGOFAST, VAMPIRE_TRAIT)
/datum/status_effect/force_shield
id = "forceshield"
duration = 4 SECONDS
tick_interval = 0
var/mutable_appearance/shield
/datum/status_effect/force_shield/on_apply()
. = ..()
if(!. || !ishuman(owner))
return
var/mutable_appearance/MA = mutable_appearance('icons/effects/effects.dmi', "shield-old", ABOVE_MOB_LAYER)
var/mob/living/carbon/human/H = owner
H.add_overlay(MA)
shield = MA
H.add_stun_absorption("[id]", INFINITY, 1)
H.physiology.stamina_mod *= 0.1
H.physiology.brute_mod *= 0.5
H.physiology.burn_mod *= 0.5
/datum/status_effect/force_shield/on_remove()
. = ..()
var/mob/living/carbon/human/H = owner
H.cut_overlay(shield)
if(islist(owner.stun_absorption) && owner.stun_absorption["[id]"])
owner.remove_stun_absorption("[id]")
H.physiology.stamina_mod /= 0.1
H.physiology.brute_mod /= 0.5
H.physiology.burn_mod /= 0.5
//Hippocratic Oath: Applied when the Rod of Asclepius is activated.
/datum/status_effect/hippocraticOath
id = "Hippocratic Oath"
status_type = STATUS_EFFECT_UNIQUE
duration = -1
tick_interval = 25
examine_text = "<span class='notice'>They seem to have an aura of healing and helpfulness about them.</span>"
alert_type = null
var/deathTick = 0
/// How many points the rod has to heal with, maxes at 50, or whatever heal_points_max is set to.
var/heal_points = 50
/// Max heal points for the rod to spend on healing people
var/max_heal_points = 50
/datum/status_effect/hippocraticOath/on_apply()
//Makes the user passive, it's in their oath not to harm!
ADD_TRAIT(owner, TRAIT_PACIFISM, "hippocraticOath")
var/datum/atom_hud/H = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
H.add_hud_to(owner)
return ..()
/datum/status_effect/hippocraticOath/on_remove()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, "hippocraticOath")
var/datum/atom_hud/H = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
H.remove_hud_from(owner)
/datum/status_effect/hippocraticOath/tick()
if(owner.stat == DEAD)
if(deathTick < 4)
deathTick += 1
else
owner.visible_message("<span class='notice'>[owner]'s soul is absorbed into the rod, relieving the previous snake of its duty.</span>")
var/mob/living/simple_animal/hostile/retaliate/poison/snake/healSnake = new(owner.loc)
var/list/chems = list("bicaridine", "perfluorodecalin", "kelotane")
healSnake.poison_type = pick(chems)
healSnake.name = "Asclepius's Snake"
healSnake.real_name = "Asclepius's Snake"
healSnake.desc = "A mystical snake previously trapped upon the Rod of Asclepius, now freed of its burden. Unlike the average snake, its bites contain chemicals with minor healing properties."
new /obj/effect/decal/cleanable/ash(owner.loc)
new /obj/item/rod_of_asclepius(owner.loc)
qdel(owner)
else
if(ishuman(owner))
var/mob/living/carbon/human/itemUser = owner
//Because a servant of medicines stops at nothing to help others, lets keep them on their toes and give them an additional boost.
if(itemUser.health < itemUser.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(itemUser), COLOR_HEALING_GREEN)
itemUser.adjustBruteLoss(-1.5)
itemUser.adjustFireLoss(-1.5)
itemUser.adjustToxLoss(-1.5)
itemUser.adjustOxyLoss(-1.5)
itemUser.adjustStaminaLoss(-1.5)
itemUser.adjustBrainLoss(-1.5)
itemUser.adjustCloneLoss(-0.5) //Becasue apparently clone damage is the bastion of all health
if(heal_points < max_heal_points)
heal_points = min(heal_points += 3, max_heal_points)
//Heal all those around you, unbiased
for(var/mob/living/L in view(7, owner))
if(heal_points <= 0)
break
if(L.health < L.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(L), COLOR_HEALING_GREEN)
if(iscarbon(L))
L.adjustBruteLoss(-3.5)
L.adjustFireLoss(-3.5)
L.adjustToxLoss(-3.5)
L.adjustOxyLoss(-3.5)
L.adjustStaminaLoss(-3.5)
L.adjustBrainLoss(-3.5)
L.adjustCloneLoss(-1) //Becasue apparently clone damage is the bastion of all health
heal_points--
if(ishuman(L))
var/mob/living/carbon/human/H = L
for(var/obj/item/organ/external/E in H.bodyparts)
if(prob(10))
E.mend_fracture()
E.fix_internal_bleeding()
E.fix_burn_wound(update_health = FALSE)
heal_points--
else if(issilicon(L))
L.adjustBruteLoss(-3.5)
L.adjustFireLoss(-3.5)
heal_points--
else if(isanimal(L))
var/mob/living/simple_animal/SM = L
SM.adjustHealth(-3.5)
if(prob(50))
heal_points -- // Animals are simpler
/obj/screen/alert/status_effect/regenerative_core
name = "Reinforcing Tendrils"
desc = "You can move faster than your broken body could normally handle!"
icon_state = "regenerative_core"
name = "Regenerative Core Tendrils"
/datum/status_effect/regenerative_core
id = "Regenerative Core"
duration = 1 MINUTES
status_type = STATUS_EFFECT_REPLACE
alert_type = /obj/screen/alert/status_effect/regenerative_core
/datum/status_effect/regenerative_core/on_apply()
ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, id)
owner.adjustBruteLoss(-25)
owner.adjustFireLoss(-25)
owner.remove_CC()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.bodytemperature = H.dna.species.body_temperature
if(is_mining_level(H.z))
for(var/obj/item/organ/external/E in H.bodyparts)
E.fix_internal_bleeding()
E.fix_burn_wound()
E.mend_fracture()
else
to_chat(owner, "<span class='warning'>...But the core was weakened, it is not close enough to the rest of the legions of the necropolis.</span>")
else
owner.bodytemperature = BODYTEMP_NORMAL
return TRUE
/datum/status_effect/regenerative_core/on_remove()
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, id)
/datum/status_effect/fleshmend
duration = -1
status_type = STATUS_EFFECT_REFRESH
tick_interval = 1 SECONDS
alert_type = null
/// This diminishes the healing of fleshmend the higher it is.
var/tolerance = 1
/// This diminishes the healing of fleshmend if the user is cold when it is activated
var/freezing = FALSE
var/instance_duration = 10 // in ticks
/// a list of integers, one for each remaining instance of fleshmend.
var/list/active_instances = list()
var/ticks = 0
/datum/status_effect/fleshmend/on_apply()
apply_new_fleshmend()
return TRUE
/datum/status_effect/fleshmend/refresh()
apply_new_fleshmend()
..()
/datum/status_effect/fleshmend/proc/apply_new_fleshmend()
tolerance += 1
freezing = (owner.bodytemperature + 50 <= owner.dna.species.body_temperature)
if(freezing)
to_chat(owner, "<span class='warning'>Our healing's effectiveness is reduced \
by our cold body!</span>")
active_instances += instance_duration
/datum/status_effect/fleshmend/tick()
if(length(active_instances) >= 1)
var/heal_amount = (length(active_instances) / tolerance) * (freezing ? 2 : 10)
var/blood_restore = 30 * length(active_instances)
owner.heal_overall_damage(heal_amount, heal_amount, updating_health = FALSE)
owner.adjustOxyLoss(-heal_amount, FALSE)
owner.blood_volume = min(owner.blood_volume + blood_restore, BLOOD_VOLUME_NORMAL)
owner.updatehealth()
var/list/expired_instances = list()
for(var/i in 1 to length(active_instances))
active_instances[i]--
if(active_instances[i] <= 0)
expired_instances += active_instances[i]
active_instances -= expired_instances
tolerance = max(tolerance - 0.05, 1)
if(tolerance <= 1 && length(active_instances) == 0)
qdel(src)
/datum/status_effect/speedlegs
duration = -1
status_type = STATUS_EFFECT_UNIQUE
tick_interval = 4 SECONDS
alert_type = null
var/stacks = 0
/// A reference to the changeling's changeling antag datum.
var/datum/antagonist/changeling/cling
/datum/status_effect/speedlegs/on_apply()
cling = owner.mind.has_antag_datum(/datum/antagonist/changeling)
ADD_TRAIT(owner, TRAIT_GOTTAGOFAST, CHANGELING_TRAIT)
return TRUE
/datum/status_effect/speedlegs/tick()
if(owner.stat || owner.staminaloss >= 90 || cling.chem_charges <= (stacks + 1) * 3)
to_chat(owner, "<span class='danger'>Our muscles relax without the energy to strengthen them.</span>")
owner.Weaken(6 SECONDS)
qdel(src)
else
stacks++
cling.chem_charges -= stacks * 3 //At first the changeling may regenerate chemicals fast enough to nullify fatigue, but it will stack
if(stacks == 7) //Warning message that the stacks are getting too high
to_chat(owner, "<span class='warning'>Our legs are really starting to hurt...</span>")
/datum/status_effect/speedlegs/before_remove()
if(stacks < 3 && !(owner.stat || owner.staminaloss >= 90 || cling.chem_charges <= (stacks + 1) * 3)) //We don't want people to turn it on and off fast, however, we need it forced off if the 3 later conditions are met.
to_chat(owner, "<span class='notice'>Our muscles just tensed up, they will not relax so fast.</span>")
return FALSE
return TRUE
/datum/status_effect/speedlegs/on_remove()
REMOVE_TRAIT(owner, TRAIT_GOTTAGOFAST, CHANGELING_TRAIT)
if(!owner.IsWeakened())
to_chat(owner, "<span class='notice'>Our muscles relax.</span>")
if(stacks >= 7)
to_chat(owner, "<span class='danger'>We collapse in exhaustion.</span>")
owner.Weaken(6 SECONDS)
owner.emote("gasp")
cling.genetic_damage += stacks
cling = null
/datum/status_effect/panacea
duration = 20 SECONDS
tick_interval = 2 SECONDS
status_type = STATUS_EFFECT_REFRESH
alert_type = null
/datum/status_effect/panacea/tick()
owner.adjustToxLoss(-5) //Has the same healing as 20 charcoal, but happens faster
owner.radiation = max(0, owner.radiation - 70) //Same radiation healing as pentetic
owner.adjustBrainLoss(-5)
owner.AdjustDrunk(-12 SECONDS) //50% stronger than antihol
owner.reagents.remove_all_type(/datum/reagent/consumable/ethanol, 10)
for(var/datum/reagent/R in owner.reagents.reagent_list)
if(!R.harmless)
owner.reagents.remove_reagent(R.id, 2)
/datum/status_effect/chainsaw_slaying
id = "chainsaw_slaying"
duration = 5 SECONDS
status_type = STATUS_EFFECT_REFRESH
alert_type = /obj/screen/alert/status_effect/chainsaw
/obj/screen/alert/status_effect/chainsaw
name = "Revved up!"
desc = "<span class='danger'>... guts, huge guts! Kill them... must kill them all!</span>"
icon_state = "chainsaw"
/datum/status_effect/chainsaw_slaying/on_apply()
. = ..()
if(.)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod *= 0.8
H.physiology.burn_mod *= 0.8
H.physiology.stamina_mod *= 0.8
add_attack_logs(owner, owner, "gained chainsaw stun immunity", ATKLOG_ALL)
owner.add_stun_absorption("chainsaw", INFINITY, 4)
owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, TRUE, use_reverb = FALSE)
/datum/status_effect/chainsaw_slaying/on_remove()
add_attack_logs(owner, owner, "lost chainsaw stun immunity", ATKLOG_ALL)
if(islist(owner.stun_absorption) && owner.stun_absorption["chainsaw"])
owner.remove_stun_absorption("chainsaw")
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod /= 0.8
H.physiology.burn_mod /=0.8
H.physiology.stamina_mod /= 0.8
/datum/status_effect/hope
id = "hope"
duration = -1
tick_interval = 2 SECONDS
status_type = STATUS_EFFECT_UNIQUE
alert_type = /obj/screen/alert/status_effect/hope
/obj/screen/alert/status_effect/hope
name = "Hope."
desc = "A ray of hope beyond dispair."
icon_state = "hope"
/datum/status_effect/hope/tick()
if(owner.stat == DEAD || owner.health <= HEALTH_THRESHOLD_DEAD) // No dead healing, or healing in dead crit
return
if(owner.health > 50)
if(prob(0.5))
hope_message()
return
var/heal_multiplier = min(3, ((50 - owner.health) / 50 + 1)) // 1 hp at 50 health, 2 at 0, 3 at -50
owner.adjustBruteLoss(-heal_multiplier * 0.5)
owner.adjustFireLoss(-heal_multiplier * 0.5)
owner.adjustOxyLoss(-heal_multiplier)
if(prob(heal_multiplier * 2))
hope_message()
/datum/status_effect/hope/proc/hope_message()
var/list/hope_messages = list("You are filled with [pick("hope", "determination", "strength", "peace", "confidence", "robustness")].",
"Don't give up!",
"You see your [pick("friends", "family", "coworkers", "self")] [pick("rooting for you", "cheering you on", "worrying about you")].",
"You can't give up now, keep going!",
"But you refused to die!",
"You have been through worse, you can do this!",
"People need you, do not [pick("give up", "stop", "rest", "pass away", "falter", "lose hope")] yet!",
"This person is not nearly as robust as you!",
"You ARE robust, don't let anyone tell you otherwise!",
"[owner], don't lose hope, the future of the station depends on you!",
"Do not follow the light yet!")
var/list/un_hopeful_messages = list("DON'T FUCKING DIE NOW COWARD!",
"Git Gud, [owner]",
"I bet a [pick("vox", "vulp", "nian", "tajaran", "baldie")] could do better than you!",
"You hear people making fun of you for getting robusted.")
if(prob(99))
to_chat(owner, "<span class='notice'>[pick(hope_messages)]</span>")
else
to_chat(owner, "<span class='cultitalic'>[pick(un_hopeful_messages)]</span>")
/datum/status_effect/drill_payback
duration = -1
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
var/drilled_successfully = FALSE
var/times_warned = 0
var/obj/structure/safe/drilled
/datum/status_effect/drill_payback/on_creation(mob/living/new_owner, obj/structure/safe/S)
drilled = S
return ..()
/datum/status_effect/drill_payback/on_apply()
owner.overlay_fullscreen("payback", /obj/screen/fullscreen/payback, 0)
addtimer(CALLBACK(src, PROC_REF(payback_phase_2)), 2.7 SECONDS)
return TRUE
/datum/status_effect/drill_payback/proc/payback_phase_2()
owner.clear_fullscreen("payback")
owner.overlay_fullscreen("payback", /obj/screen/fullscreen/payback, 1)
/datum/status_effect/drill_payback/tick() //They are not staying down. This will be a fight.
if(!drilled_successfully && (get_dist(owner, drilled) >= 9)) //We don't want someone drilling the safe at arivals then raiding bridge with the buff
to_chat(owner, "<span class='userdanger'>Get back to the safe, they are going to get the drill!</span>")
times_warned++
if(times_warned >= 6)
owner.remove_status_effect(STATUS_EFFECT_DRILL_PAYBACK)
return
if(owner.stat != DEAD)
owner.adjustBruteLoss(-3)
owner.adjustFireLoss(-3)
owner.adjustStaminaLoss(-25)
/datum/status_effect/drill_payback/on_remove()
. = ..()
owner.clear_fullscreen("payback")
/datum/status_effect/thrall_net
id = "thrall_net"
tick_interval = 2 SECONDS
duration = -1
alert_type = null
var/blood_cost_per_tick = 5
var/list/target_UIDs = list()
var/datum/antagonist/vampire/vamp
/datum/status_effect/thrall_net/on_creation(mob/living/new_owner, datum/antagonist/vampire/V, ...)
. = ..()
vamp = V
START_PROCESSING(SSfastprocess, src)
target_UIDs += owner.UID()
var/list/view_cache = view(7, owner)
for(var/datum/mind/M in owner.mind.som.serv)
if(!M.has_antag_datum(/datum/antagonist/mindslave/thrall))
continue
if(!(M.current in view_cache))
continue
if(M.current.stat == DEAD)
continue
target_UIDs += M.current.UID()
M.current.Beam(owner, "sendbeam", time = 2 SECONDS, maxdistance = 7)
/datum/status_effect/thrall_net/tick()
var/total_damage = 0
var/list/view_cache = view(7, owner)
for(var/uid in target_UIDs)
var/mob/living/L = locateUID(uid)
if(!(L in view_cache) || L.stat == DEAD)
target_UIDs -= uid
continue
total_damage += (L.maxHealth - L.health)
L.Beam(owner, "sendbeam", time = 2 SECONDS, maxdistance = 7)
var/average_damage = total_damage / length(target_UIDs)
for(var/uid in target_UIDs)
var/mob/living/L = locateUID(uid)
var/current_damage = L.maxHealth - L.health
if(current_damage == average_damage)
continue
if(current_damage > average_damage)
var/heal_amount = current_damage - average_damage
L.heal_ordered_damage(heal_amount, list(BRUTE, BURN, TOX, OXY, CLONE))
else
var/damage_amount = average_damage - current_damage
L.adjustFireLoss(damage_amount)
vamp.bloodusable = max(vamp.bloodusable - blood_cost_per_tick, 0)
if(!vamp.bloodusable || length(target_UIDs) <= 1) // if there is one left in the list, its only the vampire.
qdel(src)
/datum/status_effect/thrall_net/on_remove()
. = ..()
vamp = null
/datum/status_effect/rev_protection
// revs are paralyzed for 10 seconds when they're deconverted, same duration
duration = 10 SECONDS
alert_type = null
/datum/status_effect/rev_protection/on_apply()
RegisterSignal(owner, COMSIG_HUMAN_ATTACKED, PROC_REF(on_human_attackby))
return ..()
/datum/status_effect/rev_protection/proc/on_human_attackby(mob/living/carbon/human/victim, mob/living/carbon/human/attacker)
SIGNAL_HANDLER
if(!(attacker.a_intent in list(INTENT_DISARM, INTENT_HARM)))
return
if(!is_any_revolutionary(attacker)) // protect from non-revs. Revs dont care about deconverted people
to_chat(attacker, "<span class='biggerdanger'>[owner] was just deconverted! You don't feel like harming them!</span>")
attacker.changeNext_move(CLICK_CD_MELEE)
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/status_effect/rev_protection/on_remove()
UnregisterSignal(owner, COMSIG_HUMAN_ATTACKED)
. = ..()