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mid-refactor of `take_overall_damage` Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs Allows the dead to examine Removes the `blinded` var Refactor cyborg components so vision loss is instant Robot life/death updates instantly Adds instant updates for damage overlays and HUD icons for humans Final reconciliation with the species refactor Adds a stat debugging system and debugging logs Also fixes instant death on species change "Debugging logs" are used for stuff an admin wouldn't care about but someone debugging would I used it to fix people dying instantly when changing species due to temporary deletion of the brain Fox's requests Adds a more careful updating system to our reagents system
40 lines
1.5 KiB
Plaintext
40 lines
1.5 KiB
Plaintext
/datum/disease/beesease
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name = "Beesease"
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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 = "Sugar"
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cures = list("sugar")
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agent = "Apidae Infection"
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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 bees."
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severity = DANGEROUS
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/datum/disease/beesease/stage_act()
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..()
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switch(stage)
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if(2) //also changes say, see say.dm // no it doesn't, that's horrifyingly snowflakey
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if(prob(2))
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to_chat(affected_mob, "<span class='notice'>You taste honey in your mouth.</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 rumbles.</span>")
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if(prob(2))
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to_chat(affected_mob, "<span class='danger'>Your stomach stings painfully.</span>")
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if(prob(20))
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affected_mob.adjustToxLoss(2)
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if(4)
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if(prob(10))
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affected_mob.visible_message("<span class='danger'>[affected_mob] buzzes.</span>", \
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"<span class='userdanger'>Your stomach buzzes violently!</span>")
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if(prob(5))
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to_chat(affected_mob, "<span class='danger'>You feel something moving in your throat.</span>")
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if(prob(1))
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affected_mob.visible_message("<span class='danger'>[affected_mob] coughs up a swarm of bees!</span>", \
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"<span class='userdanger'>You cough up a swarm of bees!</span>")
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new /mob/living/simple_animal/hostile/poison/bees(affected_mob.loc)
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//if(5)
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//Plus if you die, you explode into bees
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return
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