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* Ports TG cursed katana to replace our cursed katana. * OH, IT'S JUST A SIMPLE NUMBERS GAME! * More changes / additions / removals * unneeded comments * more things * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/__HELPERS/lists.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/modules/mining/lavaland/necropolis_chests.dm Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * should have commited this too Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * Update code/game/gamemodes/wizard/spellbook.dm Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> * removes status, death signal, turf rename, return true * sprites my hated * Hal / steel requested changes * built in * quest 1/2 * Extra spacing / github instantly resolved status_effects and did not let me change it. Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
481 lines
17 KiB
Plaintext
481 lines
17 KiB
Plaintext
//Largely beneficial effects go here, even if they have drawbacks. An example is provided in Shadow Mend.
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/datum/status_effect/his_grace
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id = "his_grace"
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duration = -1
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tick_interval = 4
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alert_type = /obj/screen/alert/status_effect/his_grace
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var/bloodlust = 0
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/obj/screen/alert/status_effect/his_grace
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name = "His Grace"
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desc = "His Grace hungers, and you must feed Him."
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icon_state = "his_grace"
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alerttooltipstyle = "hisgrace"
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/obj/screen/alert/status_effect/his_grace/MouseEntered(location, control, params)
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desc = initial(desc)
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var/datum/status_effect/his_grace/HG = attached_effect
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desc += "<br><font size=3><b>Current Bloodthirst: [HG.bloodlust]</b></font>\
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<br>Becomes undroppable at <b>[HIS_GRACE_FAMISHED]</b>\
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<br>Will consume you at <b>[HIS_GRACE_CONSUME_OWNER]</b>"
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..()
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/datum/status_effect/his_grace/on_apply()
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add_attack_logs(owner, owner, "gained His Grace's stun immunity", ATKLOG_ALL)
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owner.add_stun_absorption("hisgrace", INFINITY, 3, null, "His Grace protects you from the stun!")
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return ..()
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/datum/status_effect/his_grace/tick()
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bloodlust = 0
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var/graces = 0
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var/list/held_items = list()
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held_items += owner.l_hand
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held_items += owner.r_hand
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for(var/obj/item/his_grace/HG in held_items)
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if(HG.bloodthirst > bloodlust)
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bloodlust = HG.bloodthirst
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if(HG.awakened)
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graces++
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if(!graces)
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owner.apply_status_effect(STATUS_EFFECT_HISWRATH)
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qdel(src)
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return
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var/grace_heal = bloodlust * 0.05
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owner.adjustBruteLoss(-grace_heal)
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owner.adjustFireLoss(-grace_heal)
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owner.adjustToxLoss(-grace_heal)
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owner.adjustOxyLoss(-(grace_heal * 2))
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owner.adjustCloneLoss(-grace_heal)
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/datum/status_effect/his_grace/on_remove()
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add_attack_logs(owner, owner, "lost His Grace's stun immunity", ATKLOG_ALL)
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if(islist(owner.stun_absorption) && owner.stun_absorption["hisgrace"])
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owner.remove_stun_absorption("hisgrace")
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/datum/status_effect/shadow_mend
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id = "shadow_mend"
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duration = 3 SECONDS
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alert_type = /obj/screen/alert/status_effect/shadow_mend
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/obj/screen/alert/status_effect/shadow_mend
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name = "Shadow Mend"
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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."
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icon_state = "shadow_mend"
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/datum/status_effect/shadow_mend/on_apply()
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owner.visible_message("<span class='notice'>Violet light wraps around [owner]'s body!</span>", "<span class='notice'>Violet light wraps around your body!</span>")
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playsound(owner, 'sound/magic/teleport_app.ogg', 50, 1)
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return ..()
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/datum/status_effect/shadow_mend/tick()
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owner.adjustBruteLoss(-15)
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owner.adjustFireLoss(-15)
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/datum/status_effect/shadow_mend/on_remove()
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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>")
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playsound(owner, 'sound/magic/teleport_diss.ogg', 50, 1)
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owner.apply_status_effect(STATUS_EFFECT_VOID_PRICE)
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/datum/status_effect/void_price
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id = "void_price"
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duration = 30 SECONDS
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tick_interval = 3 SECONDS
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status_type = STATUS_EFFECT_REFRESH
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alert_type = /obj/screen/alert/status_effect/void_price
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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
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/obj/screen/alert/status_effect/void_price
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name = "Void Price"
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desc = "Black tendrils cinch tightly against you, digging wicked barbs into your flesh."
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icon_state = "shadow_mend"
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/datum/status_effect/void_price/tick()
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playsound(owner, 'sound/weapons/bite.ogg', 50, 1)
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owner.adjustBruteLoss(price)
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/datum/status_effect/void_price/refresh()
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price++
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return ..()
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/datum/status_effect/blooddrunk
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id = "blooddrunk"
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duration = 10
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tick_interval = 0
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alert_type = /obj/screen/alert/status_effect/blooddrunk
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/obj/screen/alert/status_effect/blooddrunk
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name = "Blood-Drunk"
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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
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icon_state = "blooddrunk"
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/datum/status_effect/blooddrunk/on_apply()
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. = ..()
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if(.)
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ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "blooddrunk")
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.physiology.brute_mod *= 0.1
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H.physiology.burn_mod *= 0.1
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H.physiology.tox_mod *= 0.1
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H.physiology.oxy_mod *= 0.1
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H.physiology.clone_mod *= 0.1
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H.physiology.stamina_mod *= 0.1
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add_attack_logs(owner, owner, "gained blood-drunk stun immunity", ATKLOG_ALL)
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owner.add_stun_absorption("blooddrunk", INFINITY, 4)
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owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, TRUE, use_reverb = FALSE)
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/datum/status_effect/blooddrunk/on_remove()
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.physiology.brute_mod *= 10
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H.physiology.burn_mod *= 10
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H.physiology.tox_mod *= 10
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H.physiology.oxy_mod *= 10
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H.physiology.clone_mod *= 10
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H.physiology.stamina_mod *= 10
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add_attack_logs(owner, owner, "lost blood-drunk stun immunity", ATKLOG_ALL)
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REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "blooddrunk")
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if(islist(owner.stun_absorption) && owner.stun_absorption["blooddrunk"])
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owner.remove_stun_absorption("blooddrunk")
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/obj/screen/alert/status_effect/dash
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name = "Dash"
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desc = "Your have the ability to dash!"
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icon = 'icons/mob/actions/actions.dmi'
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icon_state = "genetic_jump"
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/datum/status_effect/dash
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id = "dash"
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duration = 5 SECONDS
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tick_interval = 0
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alert_type = /obj/screen/alert/status_effect/dash
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/datum/status_effect/bloodswell
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id = "bloodswell"
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duration = 30 SECONDS
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tick_interval = 0
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alert_type = /obj/screen/alert/status_effect/blood_swell
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var/bonus_damage_applied = FALSE
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/obj/screen/alert/status_effect/blood_swell
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name = "Blood Swell"
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desc = "Your body has been infused with crimson magics, your resistance to attacks has greatly increased!"
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icon = 'icons/mob/actions/actions.dmi'
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icon_state = "blood_swell_status"
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/datum/status_effect/bloodswell/on_apply()
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. = ..()
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if(!. || !ishuman(owner))
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return FALSE
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ADD_TRAIT(owner, TRAIT_CHUNKYFINGERS, VAMPIRE_TRAIT)
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var/mob/living/carbon/human/H = owner
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H.physiology.brute_mod *= 0.5
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H.physiology.burn_mod *= 0.8
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H.physiology.stamina_mod *= 0.5
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H.physiology.stun_mod *= 0.5
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var/datum/antagonist/vampire/V = owner.mind.has_antag_datum(/datum/antagonist/vampire)
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if(V.get_ability(/datum/vampire_passive/blood_swell_upgrade))
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bonus_damage_applied = TRUE
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H.physiology.melee_bonus += 10
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H.dna.species.punchstunthreshold += 8 //higher chance to stun but not 100%
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/datum/status_effect/bloodswell/on_remove()
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if(!ishuman(owner))
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return
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REMOVE_TRAIT(owner, TRAIT_CHUNKYFINGERS, VAMPIRE_TRAIT)
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var/mob/living/carbon/human/H = owner
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H.physiology.brute_mod /= 0.5
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H.physiology.burn_mod /= 0.8
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H.physiology.stamina_mod /= 0.5
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H.physiology.stun_mod /= 0.5
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if(bonus_damage_applied)
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bonus_damage_applied = FALSE
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H.physiology.melee_bonus -= 10
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H.dna.species.punchstunthreshold -= 8
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/datum/status_effect/blood_rush
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alert_type = null
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duration = 10 SECONDS
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/datum/status_effect/blood_rush/on_apply()
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ADD_TRAIT(owner, TRAIT_GOTTAGOFAST, VAMPIRE_TRAIT)
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return TRUE
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/datum/status_effect/blood_rush/on_remove()
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REMOVE_TRAIT(owner, TRAIT_GOTTAGOFAST, VAMPIRE_TRAIT)
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/datum/status_effect/force_shield
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id = "forceshield"
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duration = 4 SECONDS
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tick_interval = 0
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var/mutable_appearance/shield
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/datum/status_effect/force_shield/on_apply()
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. = ..()
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if(!. || !ishuman(owner))
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return
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var/mutable_appearance/MA = mutable_appearance('icons/effects/effects.dmi', "shield-old", ABOVE_MOB_LAYER)
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var/mob/living/carbon/human/H = owner
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H.add_overlay(MA)
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shield = MA
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H.add_stun_absorption("[id]", INFINITY, 1)
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H.physiology.stamina_mod *= 0.1
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H.physiology.brute_mod *= 0.5
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H.physiology.burn_mod *= 0.5
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/datum/status_effect/force_shield/on_remove()
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. = ..()
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var/mob/living/carbon/human/H = owner
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H.cut_overlay(shield)
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if(islist(owner.stun_absorption) && owner.stun_absorption["[id]"])
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owner.remove_stun_absorption("[id]")
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H.physiology.stamina_mod /= 0.1
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H.physiology.brute_mod /= 0.5
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H.physiology.burn_mod /= 0.5
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//Hippocratic Oath: Applied when the Rod of Asclepius is activated.
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/datum/status_effect/hippocraticOath
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id = "Hippocratic Oath"
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status_type = STATUS_EFFECT_UNIQUE
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duration = -1
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tick_interval = 25
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examine_text = "<span class='notice'>They seem to have an aura of healing and helpfulness about them.</span>"
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alert_type = null
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var/deathTick = 0
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/// How many points the rod has to heal with, maxes at 50, or whatever heal_points_max is set to.
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var/heal_points = 50
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/// Max heal points for the rod to spend on healing people
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var/max_heal_points = 50
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/datum/status_effect/hippocraticOath/on_apply()
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//Makes the user passive, it's in their oath not to harm!
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ADD_TRAIT(owner, TRAIT_PACIFISM, "hippocraticOath")
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var/datum/atom_hud/H = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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H.add_hud_to(owner)
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return ..()
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/datum/status_effect/hippocraticOath/on_remove()
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REMOVE_TRAIT(owner, TRAIT_PACIFISM, "hippocraticOath")
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var/datum/atom_hud/H = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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H.remove_hud_from(owner)
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/datum/status_effect/hippocraticOath/tick()
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if(owner.stat == DEAD)
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if(deathTick < 4)
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deathTick += 1
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else
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owner.visible_message("<span class='notice'>[owner]'s soul is absorbed into the rod, relieving the previous snake of its duty.</span>")
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var/mob/living/simple_animal/hostile/retaliate/poison/snake/healSnake = new(owner.loc)
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var/list/chems = list("bicaridine", "perfluorodecalin", "kelotane")
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healSnake.poison_type = pick(chems)
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healSnake.name = "Asclepius's Snake"
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healSnake.real_name = "Asclepius's Snake"
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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."
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new /obj/effect/decal/cleanable/ash(owner.loc)
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new /obj/item/rod_of_asclepius(owner.loc)
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qdel(owner)
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else
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if(ishuman(owner))
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var/mob/living/carbon/human/itemUser = owner
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//Because a servant of medicines stops at nothing to help others, lets keep them on their toes and give them an additional boost.
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if(itemUser.health < itemUser.maxHealth)
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new /obj/effect/temp_visual/heal(get_turf(itemUser), COLOR_HEALING_GREEN)
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itemUser.adjustBruteLoss(-1.5)
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itemUser.adjustFireLoss(-1.5)
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itemUser.adjustToxLoss(-1.5)
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itemUser.adjustOxyLoss(-1.5)
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itemUser.adjustStaminaLoss(-1.5)
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itemUser.adjustBrainLoss(-1.5)
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itemUser.adjustCloneLoss(-0.5) //Becasue apparently clone damage is the bastion of all health
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if(heal_points < max_heal_points)
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heal_points = min(heal_points += 3, max_heal_points)
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//Heal all those around you, unbiased
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for(var/mob/living/L in view(7, owner))
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if(heal_points <= 0)
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break
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if(L.health < L.maxHealth)
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new /obj/effect/temp_visual/heal(get_turf(L), COLOR_HEALING_GREEN)
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if(iscarbon(L))
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L.adjustBruteLoss(-3.5)
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L.adjustFireLoss(-3.5)
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L.adjustToxLoss(-3.5)
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L.adjustOxyLoss(-3.5)
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L.adjustStaminaLoss(-3.5)
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L.adjustBrainLoss(-3.5)
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L.adjustCloneLoss(-1) //Becasue apparently clone damage is the bastion of all health
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heal_points--
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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for(var/obj/item/organ/external/E in H.bodyparts)
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if(prob(10))
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E.mend_fracture()
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E.fix_internal_bleeding()
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heal_points--
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else if(issilicon(L))
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L.adjustBruteLoss(-3.5)
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L.adjustFireLoss(-3.5)
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heal_points--
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else if(isanimal(L))
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var/mob/living/simple_animal/SM = L
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SM.adjustHealth(-3.5)
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if(prob(50))
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heal_points -- // Animals are simpler
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/obj/screen/alert/status_effect/regenerative_core
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name = "Reinforcing Tendrils"
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desc = "You can move faster than your broken body could normally handle!"
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icon_state = "regenerative_core"
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name = "Regenerative Core Tendrils"
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/datum/status_effect/regenerative_core
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id = "Regenerative Core"
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duration = 1 MINUTES
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status_type = STATUS_EFFECT_REPLACE
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alert_type = /obj/screen/alert/status_effect/regenerative_core
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/datum/status_effect/regenerative_core/on_apply()
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ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, id)
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owner.adjustBruteLoss(-25)
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owner.adjustFireLoss(-25)
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owner.remove_CC()
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.bodytemperature = H.dna.species.body_temperature
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for(var/thing in H.bodyparts)
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var/obj/item/organ/external/E = thing
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E.fix_internal_bleeding()
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E.mend_fracture()
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else
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owner.bodytemperature = BODYTEMP_NORMAL
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return TRUE
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/datum/status_effect/regenerative_core/on_remove()
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REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, id)
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/datum/status_effect/speedlegs
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duration = -1
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status_type = STATUS_EFFECT_UNIQUE
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tick_interval = 4 SECONDS
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alert_type = null
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var/stacks = 0
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/// A reference to the changeling's changeling antag datum.
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var/datum/antagonist/changeling/cling
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/datum/status_effect/speedlegs/on_apply()
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cling = owner.mind.has_antag_datum(/datum/antagonist/changeling)
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ADD_TRAIT(owner, TRAIT_GOTTAGOFAST, CHANGELING_TRAIT)
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return TRUE
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/datum/status_effect/speedlegs/tick()
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if(owner.stat || owner.staminaloss >= 90 || cling.chem_charges <= (stacks + 1) * 3)
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to_chat(owner, "<span class='danger'>Our muscles relax without the energy to strengthen them.</span>")
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owner.Weaken(6 SECONDS)
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qdel(src)
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else
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stacks++
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cling.chem_charges -= stacks * 3 //At first the changeling may regenerate chemicals fast enough to nullify fatigue, but it will stack
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if(stacks == 7) //Warning message that the stacks are getting too high
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to_chat(owner, "<span class='warning'>Our legs are really starting to hurt...</span>")
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/datum/status_effect/speedlegs/before_remove()
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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.
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to_chat(owner, "<span class='notice'>Our muscles just tensed up, they will not relax so fast.</span>")
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return FALSE
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return TRUE
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/datum/status_effect/speedlegs/on_remove()
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REMOVE_TRAIT(owner, TRAIT_GOTTAGOFAST, CHANGELING_TRAIT)
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if(!owner.IsWeakened())
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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/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>")
|
|
|