Files
Paradise/code/datums/status_effects/buffs.dm
Charlie 0f7a8707ef [Ready] Refactors stuns and status effects. (#17579)
* 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>
2022-05-24 16:35:26 +01:00

362 lines
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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.stun_absorption -= "hisgrace"
/datum/status_effect/shadow_mend
id = "shadow_mend"
duration = 30
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 = 300
tick_interval = 30
alert_type = /obj/screen/alert/status_effect/void_price
/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(3)
/datum/status_effect/blooddrunk
id = "blooddrunk"
duration = 10
tick_interval = 0
alert_type = /obj/screen/alert/status_effect/blooddrunk
/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
H.physiology.brute_mod *= 0.1
H.physiology.burn_mod *= 0.1
H.physiology.tox_mod *= 0.1
H.physiology.oxy_mod *= 0.1
H.physiology.clone_mod *= 0.1
H.physiology.stamina_mod *= 0.1
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 *= 10
H.physiology.burn_mod *= 10
H.physiology.tox_mod *= 10
H.physiology.oxy_mod *= 10
H.physiology.clone_mod *= 10
H.physiology.stamina_mod *= 10
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.stun_absorption -= "blooddrunk"
/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/exercised
id = "Exercised"
duration = 1200
alert_type = null
/datum/status_effect/exercised/on_creation(mob/living/new_owner, ...)
. = ..()
STOP_PROCESSING(SSfastprocess, src)
START_PROCESSING(SSprocessing, src) //this lasts 20 minutes, so SSfastprocess isn't needed.
/datum/status_effect/exercised/Destroy()
. = ..()
STOP_PROCESSING(SSprocessing, src)
//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), "#375637")
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), "#375637")
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()
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
for(var/thing in H.bodyparts)
var/obj/item/organ/external/E = thing
E.fix_internal_bleeding()
E.mend_fracture()
else
owner.bodytemperature = BODYTEMP_NORMAL
return TRUE
/datum/status_effect/regenerative_core/on_remove()
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, id)
/datum/status_effect/speedlegs
duration = -1
status_type = STATUS_EFFECT_UNIQUE
tick_interval = 4 SECONDS
alert_type = null
var/stacks = 0
/datum/status_effect/speedlegs/on_apply()
ADD_TRAIT(owner, TRAIT_GOTTAGOFAST, "changeling")
return TRUE
/datum/status_effect/speedlegs/tick()
if(owner.stat || owner.staminaloss >= 90 || owner.mind.changeling.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)
owner.remove_status_effect(STATUS_EFFECT_SPEEDLEGS)
else
stacks++
owner.mind.changeling.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 || owner.mind.changeling.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")
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")
owner.mind.changeling.geneticdamage += stacks