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* You can now raise lobstrosities from chasms chrabs. (#84969) ## About The Pull Request Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs. First of all, you've to get a live chrab, an aquarium, and some fish feed. Second, you place the chrab inside the aquarium and turn the 'allow breeding' settting on (should probably rename it to a more apt name now). Keep the chrab well fed, and possibly with some friends and props in the same aquarium until it develops into a hopefully calm juveline lobstrosity and plops out of the aquarium (it can take some time). From there you can tame it by feeding it its favorite food: arms and lavaloop fish, and wait another dozen minutes for it to mature into a fully grown lobstrosity. Juveline lobstrosities are basically smaller and weaker lobstrosities, if not slightly faster in some ways. Unlike their taller counterparts, they can be tamed. Once done so, they'll retain their tamedness once grown up. Regardless, tamed lobstrosities can be given the pet command to fish for things by pointing at them. Thanks BenMatrix for the profound fisher component, woo. The chrab's weigth and size influence the growth speed of the first stage faster, meaning bigger chrabs (may require crossbreeding) will turn into juveline lobstrosities quickly. Amongst other things influencing the resulting mob are fish traits: Several traits have been given effects that apply to the mob, such as nocturnal regeneration, being venomous or being able to fly akin space carps. Also a new one that prevents the resulting lobstrosity from fully developing Now tested. ## Why It's Good For The Game I'm building upon fishing and aquarium stuff, which has been an interest of mine in a good while, though most of it doesn't have that many practical uses, I'm slowly trying to make it cooler, and chasm chrabs growing into lobstrosities is pretty much in line with the fluff texts for the fish. Eventually I'll have to add tips inside fishing toolboxes, otherwise people won't know even half of it. ## Changelog 🆑 add: You can raise lobstrosities from chasm chrabs inside an aquarium with the 'allow breeding' setting on. Keep the fish well fed, healthy and not lonely if you don't want an hostile one. add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums, xenobio too) can be tamed with arms and lavaloop fishes. add: For lobstrosities grown from aquariums, they can have additional effects based on the fish traits they had in the aquarium, like being venomous or even flying. /🆑 * You can now raise lobstrosities from chasms chrabs. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
655 lines
25 KiB
Plaintext
655 lines
25 KiB
Plaintext
//Largely beneficial effects go here, even if they have drawbacks.
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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 = 0.4 SECONDS
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alert_type = /atom/movable/screen/alert/status_effect/his_grace
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var/bloodlust = 0
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/atom/movable/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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/atom/movable/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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return ..()
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/datum/status_effect/his_grace/on_apply()
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owner.add_stun_absorption(
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source = id,
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priority = 3,
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self_message = span_boldwarning("His Grace protects you from the stun!"),
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)
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return ..()
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/datum/status_effect/his_grace/on_remove()
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owner.remove_stun_absorption(id)
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/datum/status_effect/his_grace/tick(seconds_between_ticks)
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bloodlust = 0
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var/graces = 0
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for(var/obj/item/his_grace/HG in owner.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(/datum/status_effect/his_wrath)
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qdel(src)
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return
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var/grace_heal = bloodlust * 0.02
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var/need_mob_update = FALSE
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need_mob_update += owner.adjustBruteLoss(-grace_heal * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
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need_mob_update += owner.adjustFireLoss(-grace_heal * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
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need_mob_update += owner.adjustToxLoss(-grace_heal * seconds_between_ticks, forced = TRUE)
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need_mob_update += owner.adjustOxyLoss(-(grace_heal * 2) * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
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if(need_mob_update)
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owner.updatehealth()
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/datum/status_effect/wish_granters_gift //Fully revives after ten seconds.
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id = "wish_granters_gift"
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duration = 50
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alert_type = /atom/movable/screen/alert/status_effect/wish_granters_gift
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/datum/status_effect/wish_granters_gift/on_apply()
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to_chat(owner, span_notice("Death is not your end! The Wish Granter's energy suffuses you, and you begin to rise..."))
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return ..()
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/datum/status_effect/wish_granters_gift/on_remove()
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owner.revive(ADMIN_HEAL_ALL)
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owner.visible_message(span_warning("[owner] appears to wake from the dead, having healed all wounds!"), span_notice("You have regenerated."))
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/atom/movable/screen/alert/status_effect/wish_granters_gift
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name = "Wish Granter's Immortality"
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desc = "You are being resurrected!"
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icon_state = "wish_granter"
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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 = -1
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alert_type = /atom/movable/screen/alert/status_effect/blooddrunk
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/atom/movable/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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owner.add_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
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if(ishuman(owner))
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var/mob/living/carbon/human/human_owner = owner
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human_owner.physiology.brute_mod *= 0.1
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human_owner.physiology.burn_mod *= 0.1
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human_owner.physiology.tox_mod *= 0.1
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human_owner.physiology.oxy_mod *= 0.1
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human_owner.physiology.stamina_mod *= 0.1
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owner.add_stun_absorption(source = id, priority = 4)
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owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, 1, use_reverb = FALSE)
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return TRUE
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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/human_owner = owner
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human_owner.physiology.brute_mod *= 10
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human_owner.physiology.burn_mod *= 10
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human_owner.physiology.tox_mod *= 10
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human_owner.physiology.oxy_mod *= 10
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human_owner.physiology.stamina_mod *= 10
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owner.remove_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
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owner.remove_stun_absorption(id)
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//Used by changelings to rapidly heal
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//Heals 10 brute and oxygen damage every second, and 5 fire
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//Being on fire will suppress this healing
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/datum/status_effect/fleshmend
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id = "fleshmend"
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duration = 10 SECONDS
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alert_type = /atom/movable/screen/alert/status_effect/fleshmend
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show_duration = TRUE
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/datum/status_effect/fleshmend/on_apply()
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. = ..()
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if(iscarbon(owner))
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var/mob/living/carbon/carbon_owner = owner
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QDEL_LAZYLIST(carbon_owner.all_scars)
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RegisterSignal(owner, COMSIG_LIVING_IGNITED, PROC_REF(on_ignited))
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RegisterSignal(owner, COMSIG_LIVING_EXTINGUISHED, PROC_REF(on_extinguished))
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/datum/status_effect/fleshmend/on_creation(mob/living/new_owner, ...)
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. = ..()
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if(!. || !owner || !linked_alert)
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return
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if(owner.on_fire)
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linked_alert.icon_state = "fleshmend_fire"
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/datum/status_effect/fleshmend/on_remove()
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UnregisterSignal(owner, list(COMSIG_LIVING_IGNITED, COMSIG_LIVING_EXTINGUISHED))
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/datum/status_effect/fleshmend/tick(seconds_between_ticks)
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if(owner.on_fire)
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return
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var/need_mob_update = FALSE
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need_mob_update += owner.adjustBruteLoss(-4 * seconds_between_ticks, updating_health = FALSE)
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need_mob_update += owner.adjustFireLoss(-2 * seconds_between_ticks, updating_health = FALSE)
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need_mob_update += owner.adjustOxyLoss(-4 * seconds_between_ticks, updating_health = FALSE)
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if(need_mob_update)
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owner.updatehealth()
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/datum/status_effect/fleshmend/proc/on_ignited(datum/source)
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SIGNAL_HANDLER
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linked_alert?.icon_state = "fleshmend_fire"
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/datum/status_effect/fleshmend/proc/on_extinguished(datum/source)
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SIGNAL_HANDLER
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linked_alert?.icon_state = "fleshmend"
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/atom/movable/screen/alert/status_effect/fleshmend
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name = "Fleshmend"
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desc = "Our wounds are rapidly healing. <i>This effect is prevented if we are on fire.</i>"
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icon_state = "fleshmend"
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/datum/status_effect/exercised
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id = "Exercised"
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duration = 15 SECONDS
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status_type = STATUS_EFFECT_REFRESH // New effects will add to total duration
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alert_type = null
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processing_speed = STATUS_EFFECT_NORMAL_PROCESS
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alert_type = /atom/movable/screen/alert/status_effect/exercised
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/// Having any of these reagents in your system extends the duration
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var/static/list/supplementary_reagents_bonus = list(
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/datum/reagent/consumable/ethanol/protein_blend = 10 SECONDS, // protein shakes are very robust
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/datum/reagent/inverse/oxandrolone = 8 SECONDS,
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/datum/reagent/consumable/nutriment/protein = 5 SECONDS,
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/datum/reagent/consumable/nutriment/vitamin = 4 SECONDS,
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/datum/reagent/consumable/milk = 4 SECONDS,
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/datum/reagent/consumable/rice = 3 SECONDS,
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// keep in mind you can eat a raw egg to acquire both these reagents at the same time
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/datum/reagent/consumable/eggwhite = 3 SECONDS,
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/datum/reagent/consumable/eggyolk = 2 SECONDS,
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// weak workout food
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/datum/reagent/consumable/nutraslop = 2 SECONDS, // prison food to bulk up with
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/datum/reagent/consumable/soymilk = 1 SECONDS, // darn vegans!
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// time for the bad stuff
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/datum/reagent/consumable/sugar = -1 SECONDS,
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/datum/reagent/consumable/monkey_energy = -1 SECONDS, // the marketing was a lie
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/datum/reagent/consumable/nutriment/fat = -1 SECONDS,
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)
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/datum/status_effect/exercised/proc/workout_duration(mob/living/new_owner, bonus_time)
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if(!bonus_time || !new_owner.mind || !iscarbon(new_owner))
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return 0 SECONDS
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var/modifier = 1
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if(HAS_TRAIT(new_owner, TRAIT_HULK))
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modifier += 0.5
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if(HAS_TRAIT(new_owner, TRAIT_STIMMED)) // Naturally produces stimulants to help get you PUMPED
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modifier += 1
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if(HAS_TRAIT(new_owner, TRAIT_FAT)) // less xp until you get into shape
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modifier -= 0.5
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if(new_owner.reagents.has_reagent(/datum/reagent/drug/pumpup)) // steriods? yes please!
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modifier += 3
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if(new_owner.reagents.has_reagent(/datum/reagent/inverse/oxandrolone)) // MOREEEEE
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modifier += 2
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var/food_boost = 0
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for(var/datum/reagent/workout_reagent in supplementary_reagents_bonus)
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if(new_owner.reagents.has_reagent(workout_reagent))
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food_boost += supplementary_reagents_bonus[workout_reagent]
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var/skill_level_boost = (new_owner.mind.get_skill_level(/datum/skill/athletics) - 1) * 2 SECONDS
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bonus_time = (bonus_time + food_boost + skill_level_boost) * modifier
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var/exhaustion_limit = new_owner.mind.get_skill_modifier(/datum/skill/athletics, SKILL_VALUE_MODIFIER) + world.time
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if(duration + bonus_time >= exhaustion_limit)
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duration = exhaustion_limit
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to_chat(new_owner, span_userdanger("Your muscles are exhausted! Might be a good idea to sleep..."))
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new_owner.emote("scream")
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return // exhaustion_limit
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return bonus_time
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/datum/status_effect/exercised/on_creation(mob/living/new_owner, bonus_time)
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duration += workout_duration(new_owner, bonus_time)
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return ..()
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/datum/status_effect/exercised/refresh(mob/living/new_owner, bonus_time)
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duration += workout_duration(new_owner, bonus_time)
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new_owner.clear_mood_event("exercise") // we need to reset the old mood event in case our fitness skill changes
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new_owner.add_mood_event("exercise", /datum/mood_event/exercise, new_owner.mind.get_skill_level(/datum/skill/athletics))
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/datum/status_effect/exercised/on_apply()
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owner.add_mood_event("exercise", /datum/mood_event/exercise, owner.mind.get_skill_level(/datum/skill/athletics))
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return ..()
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/datum/status_effect/exercised/on_remove()
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owner.clear_mood_event("exercise")
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/atom/movable/screen/alert/status_effect/exercised
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name = "Exercise"
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desc = "You feel well exercised! Sleeping will improve your fitness."
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icon_state = "exercised"
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//Hippocratic Oath: Applied when the Rod of Asclepius is activated.
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/datum/status_effect/hippocratic_oath
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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 = 2.5 SECONDS
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alert_type = null
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var/datum/component/aura_healing/aura_healing
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var/hand
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var/deathTick = 0
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/datum/status_effect/hippocratic_oath/on_apply()
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var/static/list/organ_healing = list(
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ORGAN_SLOT_BRAIN = 1.4,
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)
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aura_healing = owner.AddComponent( \
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/datum/component/aura_healing, \
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range = 7, \
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brute_heal = 1.4, \
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burn_heal = 1.4, \
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toxin_heal = 1.4, \
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suffocation_heal = 1.4, \
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stamina_heal = 1.4, \
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simple_heal = 1.4, \
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organ_healing = organ_healing, \
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healing_color = "#375637", \
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)
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//Makes the user passive, it's in their oath not to harm!
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owner.add_traits(list(TRAIT_PACIFISM, TRAIT_HIPPOCRATIC_OATH), HIPPOCRATIC_OATH_TRAIT)
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var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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med_hud.show_to(owner)
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return ..()
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/datum/status_effect/hippocratic_oath/on_remove()
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QDEL_NULL(aura_healing)
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owner.remove_traits(list(TRAIT_PACIFISM, TRAIT_HIPPOCRATIC_OATH), HIPPOCRATIC_OATH_TRAIT)
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var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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med_hud.hide_from(owner)
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/datum/status_effect/hippocratic_oath/get_examine_text()
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return span_notice("[owner.p_They()] seem[owner.p_s()] to have an aura of healing and helpfulness about [owner.p_them()].")
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/datum/status_effect/hippocratic_oath/tick(seconds_between_ticks)
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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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consume_owner()
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else
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if(iscarbon(owner))
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var/mob/living/carbon/itemUser = owner
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var/obj/item/heldItem = itemUser.get_item_for_held_index(hand)
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if(heldItem == null || heldItem.type != /obj/item/rod_of_asclepius) //Checks to make sure the rod is still in their hand
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var/obj/item/rod_of_asclepius/newRod = new(itemUser.loc)
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newRod.activated()
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if(!itemUser.has_hand_for_held_index(hand))
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//If user does not have the corresponding hand anymore, give them one and return the rod to their hand
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if(((hand % 2) == 0))
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var/obj/item/bodypart/L = itemUser.newBodyPart(BODY_ZONE_R_ARM, FALSE, FALSE)
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if(L.try_attach_limb(itemUser))
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L.update_limb(is_creating = TRUE)
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itemUser.update_body_parts()
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itemUser.put_in_hand(newRod, hand, forced = TRUE)
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else
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qdel(L)
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consume_owner() //we can't regrow, abort abort
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return
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else
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var/obj/item/bodypart/L = itemUser.newBodyPart(BODY_ZONE_L_ARM, FALSE, FALSE)
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if(L.try_attach_limb(itemUser))
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L.update_limb(is_creating = TRUE)
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itemUser.update_body_parts()
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itemUser.put_in_hand(newRod, hand, forced = TRUE)
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else
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qdel(L)
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consume_owner() //see above comment
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return
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to_chat(itemUser, span_notice("Your arm suddenly grows back with the Rod of Asclepius still attached!"))
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else
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//Otherwise get rid of whatever else is in their hand and return the rod to said hand
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itemUser.put_in_hand(newRod, hand, forced = TRUE)
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to_chat(itemUser, span_notice("The Rod of Asclepius suddenly grows back out of your arm!"))
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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), "#375637")
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var/need_mob_update = FALSE
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need_mob_update += itemUser.adjustBruteLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
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need_mob_update += itemUser.adjustFireLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
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need_mob_update += itemUser.adjustToxLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE) //Because Slime People are people too
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need_mob_update += itemUser.adjustOxyLoss(-0.6 * seconds_between_ticks, updating_health = FALSE, forced = TRUE)
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need_mob_update += itemUser.adjustStaminaLoss(-3 * seconds_between_ticks, updating_stamina = FALSE, forced = TRUE)
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need_mob_update += itemUser.adjustOrganLoss(ORGAN_SLOT_BRAIN, -0.6 * seconds_between_ticks)
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if(need_mob_update)
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itemUser.updatehealth()
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/datum/status_effect/hippocratic_oath/proc/consume_owner()
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owner.visible_message(span_notice("[owner]'s soul is absorbed into the rod, relieving the previous snake of its duty."))
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var/list/chems = list(/datum/reagent/medicine/sal_acid, /datum/reagent/medicine/c2/convermol, /datum/reagent/medicine/oxandrolone)
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var/mob/living/basic/snake/spawned = new(owner.loc, pick(chems))
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spawned.name = "Asclepius's Snake"
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spawned.real_name = "Asclepius's Snake"
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spawned.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)
|
|
new /obj/item/rod_of_asclepius(owner.loc)
|
|
owner.investigate_log("has been consumed by the Rod of Asclepius.", INVESTIGATE_DEATHS)
|
|
qdel(owner)
|
|
|
|
/datum/status_effect/good_music
|
|
id = "Good Music"
|
|
alert_type = null
|
|
duration = 6 SECONDS
|
|
tick_interval = 1 SECONDS
|
|
status_type = STATUS_EFFECT_REFRESH
|
|
|
|
/datum/status_effect/good_music/tick(seconds_between_ticks)
|
|
if(owner.can_hear())
|
|
owner.adjust_dizzy(-4 SECONDS)
|
|
owner.adjust_jitter(-4 SECONDS)
|
|
owner.adjust_confusion(-1 SECONDS)
|
|
owner.add_mood_event("goodmusic", /datum/mood_event/goodmusic)
|
|
|
|
/atom/movable/screen/alert/status_effect/regenerative_core
|
|
name = "Regenerative Core Tendrils"
|
|
desc = "You can move faster than your broken body could normally handle!"
|
|
icon_state = "regenerative_core"
|
|
|
|
/datum/status_effect/regenerative_core
|
|
id = "Regenerative Core"
|
|
duration = 1 MINUTES
|
|
status_type = STATUS_EFFECT_REPLACE
|
|
alert_type = /atom/movable/screen/alert/status_effect/regenerative_core
|
|
show_duration = TRUE
|
|
|
|
/datum/status_effect/regenerative_core/on_apply()
|
|
owner.add_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
|
|
owner.adjustBruteLoss(-25)
|
|
owner.adjustStaminaLoss(-40) //Skyrat edit. Removes stamina on usage of regen core.
|
|
owner.adjustFireLoss(-25)
|
|
owner.fully_heal(HEAL_CC_STATUS)
|
|
owner.bodytemperature = owner.get_body_temp_normal()
|
|
if(ishuman(owner))
|
|
var/mob/living/carbon/human/humi = owner
|
|
humi.set_coretemperature(humi.get_body_temp_normal())
|
|
return TRUE
|
|
|
|
/datum/status_effect/regenerative_core/on_remove()
|
|
owner.remove_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
|
|
|
|
/datum/status_effect/lightningorb
|
|
id = "Lightning Orb"
|
|
duration = 30 SECONDS
|
|
alert_type = /atom/movable/screen/alert/status_effect/lightningorb
|
|
show_duration = TRUE
|
|
|
|
/datum/status_effect/lightningorb/on_apply()
|
|
. = ..()
|
|
owner.add_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
|
|
to_chat(owner, span_notice("You feel fast!"))
|
|
|
|
/datum/status_effect/lightningorb/on_remove()
|
|
. = ..()
|
|
owner.remove_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
|
|
to_chat(owner, span_notice("You slow down."))
|
|
|
|
/atom/movable/screen/alert/status_effect/lightningorb
|
|
name = "Lightning Orb"
|
|
desc = "The speed surges through you!"
|
|
icon_state = "lightningorb"
|
|
|
|
/datum/status_effect/mayhem
|
|
id = "Mayhem"
|
|
duration = 2 MINUTES
|
|
/// The chainsaw spawned by the status effect
|
|
var/obj/item/chainsaw/doomslayer/chainsaw
|
|
|
|
/datum/status_effect/mayhem/on_apply()
|
|
. = ..()
|
|
to_chat(owner, "<span class='reallybig redtext'>RIP AND TEAR</span>")
|
|
SEND_SOUND(owner, sound('sound/hallucinations/veryfar_noise.ogg'))
|
|
owner.cause_hallucination( \
|
|
/datum/hallucination/delusion/preset/demon, \
|
|
"[id] status effect", \
|
|
duration = duration, \
|
|
affects_us = FALSE, \
|
|
affects_others = TRUE, \
|
|
skip_nearby = FALSE, \
|
|
play_wabbajack = FALSE, \
|
|
)
|
|
|
|
owner.drop_all_held_items()
|
|
|
|
if(iscarbon(owner))
|
|
chainsaw = new(get_turf(owner))
|
|
ADD_TRAIT(chainsaw, TRAIT_NODROP, CHAINSAW_FRENZY_TRAIT)
|
|
owner.put_in_hands(chainsaw, forced = TRUE)
|
|
chainsaw.attack_self(owner)
|
|
owner.reagents.add_reagent(/datum/reagent/medicine/adminordrazine, 25)
|
|
|
|
owner.log_message("entered a blood frenzy", LOG_ATTACK)
|
|
to_chat(owner, span_warning("KILL, KILL, KILL! YOU HAVE NO ALLIES ANYMORE, KILL THEM ALL!"))
|
|
|
|
var/datum/client_colour/colour = owner.add_client_colour(/datum/client_colour/bloodlust)
|
|
QDEL_IN(colour, 1.1 SECONDS)
|
|
return TRUE
|
|
|
|
/datum/status_effect/mayhem/on_remove()
|
|
. = ..()
|
|
to_chat(owner, span_notice("Your bloodlust seeps back into the bog of your subconscious and you regain self control."))
|
|
owner.log_message("exited a blood frenzy", LOG_ATTACK)
|
|
QDEL_NULL(chainsaw)
|
|
|
|
/datum/status_effect/speed_boost
|
|
id = "speed_boost"
|
|
duration = 2 SECONDS
|
|
status_type = STATUS_EFFECT_REPLACE
|
|
show_duration = TRUE
|
|
|
|
/datum/status_effect/speed_boost/on_creation(mob/living/new_owner, set_duration)
|
|
if(isnum(set_duration))
|
|
duration = set_duration
|
|
. = ..()
|
|
|
|
/datum/status_effect/speed_boost/on_apply()
|
|
owner.add_movespeed_modifier(/datum/movespeed_modifier/status_speed_boost, update = TRUE)
|
|
return ..()
|
|
|
|
/datum/status_effect/speed_boost/on_remove()
|
|
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_speed_boost, update = TRUE)
|
|
|
|
/datum/movespeed_modifier/status_speed_boost
|
|
multiplicative_slowdown = -1
|
|
|
|
///this buff provides a max health buff and a heal.
|
|
/datum/status_effect/limited_buff/health_buff
|
|
id = "health_buff"
|
|
alert_type = null
|
|
///This var stores the mobs max health when the buff was first applied, and determines the size of future buffs.database.database.
|
|
var/historic_max_health
|
|
///This var determines how large the health buff will be. health_buff_modifier * historic_max_health * stacks
|
|
var/health_buff_modifier = 0.1 //translate to a 10% buff over historic health per stack
|
|
///This modifier multiplies the healing by the effect.
|
|
var/healing_modifier = 2
|
|
///If the mob has a low max health, we instead use this flat value to increase max health and calculate any heal.
|
|
var/fragile_mob_health_buff = 10
|
|
|
|
/datum/status_effect/limited_buff/health_buff/on_creation(mob/living/new_owner)
|
|
historic_max_health = new_owner.maxHealth
|
|
. = ..()
|
|
|
|
/datum/status_effect/limited_buff/health_buff/on_apply()
|
|
. = ..()
|
|
var/health_increase = round(max(fragile_mob_health_buff, historic_max_health * health_buff_modifier))
|
|
owner.maxHealth += health_increase
|
|
owner.balloon_alert_to_viewers("health buffed")
|
|
to_chat(owner, span_nicegreen("You feel healthy, like if your body is little stronger than it was a moment ago."))
|
|
|
|
if(isanimal(owner)) //dumb animals have their own proc for healing.
|
|
var/mob/living/simple_animal/healthy_animal = owner
|
|
healthy_animal.adjustHealth(-(health_increase * healing_modifier))
|
|
else
|
|
owner.adjustBruteLoss(-(health_increase * healing_modifier))
|
|
|
|
/datum/status_effect/limited_buff/health_buff/maxed_out()
|
|
. = ..()
|
|
to_chat(owner, span_warning("You don't feel any healthier."))
|
|
|
|
/datum/status_effect/nest_sustenance
|
|
id = "nest_sustenance"
|
|
duration = -1
|
|
tick_interval = 0.4 SECONDS
|
|
alert_type = /atom/movable/screen/alert/status_effect/nest_sustenance
|
|
|
|
/datum/status_effect/nest_sustenance/tick(seconds_between_ticks)
|
|
. = ..()
|
|
|
|
if(owner.stat == DEAD) //If the victim has died due to complications in the nest
|
|
qdel(src)
|
|
return
|
|
|
|
var/need_mob_update = FALSE
|
|
need_mob_update += owner.adjustBruteLoss(-2 * seconds_between_ticks, updating_health = FALSE)
|
|
need_mob_update += owner.adjustFireLoss(-2 * seconds_between_ticks, updating_health = FALSE)
|
|
need_mob_update += owner.adjustOxyLoss(-4 * seconds_between_ticks, updating_health = FALSE)
|
|
need_mob_update += owner.adjustStaminaLoss(-4 * seconds_between_ticks, updating_stamina = FALSE)
|
|
if(need_mob_update)
|
|
owner.updatehealth()
|
|
owner.adjust_bodytemperature(BODYTEMP_NORMAL, 0, BODYTEMP_NORMAL) //Won't save you from the void of space, but it will stop you from freezing or suffocating in low pressure
|
|
|
|
|
|
/atom/movable/screen/alert/status_effect/nest_sustenance
|
|
name = "Nest Vitalization"
|
|
desc = "The resin seems to pulsate around you. It seems to be sustaining your vital functions. You feel ill..."
|
|
icon_state = "nest_life"
|
|
|
|
/**
|
|
* Granted to wizards upon satisfying the cheese sacrifice during grand rituals.
|
|
* Halves incoming damage and makes the owner stun immune, damage slow immune, levitating(even in space and hyperspace!) and glowing.
|
|
*/
|
|
/datum/status_effect/blessing_of_insanity
|
|
id = "blessing_of_insanity"
|
|
duration = -1
|
|
tick_interval = -1
|
|
alert_type = /atom/movable/screen/alert/status_effect/blessing_of_insanity
|
|
|
|
/atom/movable/screen/alert/status_effect/blessing_of_insanity
|
|
name = "Blessing of Insanity"
|
|
desc = "Your devotion to madness has improved your resilience to all damage and you gain the power to levitate!"
|
|
//no screen alert - the gravity already throws one
|
|
|
|
/datum/status_effect/blessing_of_insanity/on_apply()
|
|
if(ishuman(owner))
|
|
var/mob/living/carbon/human/human_owner = owner
|
|
var/datum/physiology/owner_physiology = human_owner.physiology
|
|
owner_physiology.brute_mod *= 0.5
|
|
owner_physiology.burn_mod *= 0.5
|
|
owner_physiology.tox_mod *= 0.5
|
|
owner_physiology.oxy_mod *= 0.5
|
|
owner_physiology.stamina_mod *= 0.5
|
|
owner.add_filter("mad_glow", 2, list("type" = "outline", "color" = "#eed811c9", "size" = 2))
|
|
owner.AddElement(/datum/element/forced_gravity, 0)
|
|
owner.AddElement(/datum/element/simple_flying)
|
|
owner.add_stun_absorption(source = id, priority = 4)
|
|
owner.add_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
|
|
ADD_TRAIT(owner, TRAIT_FREE_HYPERSPACE_MOVEMENT, id)
|
|
owner.playsound_local(get_turf(owner), 'sound/chemistry/ahaha.ogg', vol = 100, vary = TRUE, use_reverb = TRUE)
|
|
return TRUE
|
|
|
|
/datum/status_effect/blessing_of_insanity/on_remove()
|
|
if(ishuman(owner))
|
|
var/mob/living/carbon/human/human_owner = owner
|
|
var/datum/physiology/owner_physiology = human_owner.physiology
|
|
owner_physiology.brute_mod *= 2
|
|
owner_physiology.burn_mod *= 2
|
|
owner_physiology.tox_mod *= 2
|
|
owner_physiology.oxy_mod *= 2
|
|
owner_physiology.stamina_mod *= 2
|
|
owner.remove_filter("mad_glow")
|
|
owner.RemoveElement(/datum/element/forced_gravity, 0)
|
|
owner.RemoveElement(/datum/element/simple_flying)
|
|
owner.remove_stun_absorption(id)
|
|
owner.remove_movespeed_mod_immunities(id, /datum/movespeed_modifier/damage_slowdown)
|
|
REMOVE_TRAIT(owner, TRAIT_FREE_HYPERSPACE_MOVEMENT, id)
|
|
|
|
/// Gives you a brief period of anti-gravity
|
|
/datum/status_effect/jump_jet
|
|
id = "jump_jet"
|
|
alert_type = null
|
|
duration = 5 SECONDS
|
|
|
|
/datum/status_effect/jump_jet/on_apply()
|
|
owner.AddElement(/datum/element/forced_gravity, 0)
|
|
return TRUE
|
|
|
|
/datum/status_effect/jump_jet/on_remove()
|
|
owner.RemoveElement(/datum/element/forced_gravity, 0)
|
|
|
|
/// Makes the mob immune to radiation for a short bit to help with safely spawning in hazardous areas
|
|
/datum/status_effect/radiation_immunity
|
|
id = "radiation_immunity"
|
|
duration = 1 MINUTES
|
|
show_duration = TRUE
|
|
|
|
/datum/status_effect/radiation_immunity/on_apply()
|
|
ADD_TRAIT(owner, TRAIT_RADIMMUNE, type)
|
|
return TRUE
|
|
|
|
/datum/status_effect/radiation_immunity/on_remove()
|
|
REMOVE_TRAIT(owner, TRAIT_RADIMMUNE, type)
|
|
|
|
/datum/status_effect/radiation_immunity/radnebula
|
|
alert_type = /atom/movable/screen/alert/status_effect/radiation_immunity
|
|
|
|
/atom/movable/screen/alert/status_effect/radiation_immunity
|
|
name = "Radiation shielding"
|
|
desc = "You're immune to radiation, get settled quick!"
|
|
icon_state = "radiation_shield"
|
|
|
|
/// Heal in darkness and potentially trigger other effects, persists for a short duration after leaving
|
|
/datum/status_effect/shadow_regeneration
|
|
id = "shadow_regeneration"
|
|
duration = 2 SECONDS
|
|
status_type = STATUS_EFFECT_REFRESH
|
|
alert_type = /atom/movable/screen/alert/status_effect/shadow_regeneration
|
|
|
|
/datum/status_effect/shadow_regeneration/on_apply()
|
|
. = ..()
|
|
if (!.)
|
|
return FALSE
|
|
heal_owner()
|
|
return TRUE
|
|
|
|
/datum/status_effect/shadow_regeneration/refresh(effect)
|
|
. = ..()
|
|
heal_owner()
|
|
|
|
/// Regenerate health whenever this status effect is applied or reapplied
|
|
/datum/status_effect/shadow_regeneration/proc/heal_owner()
|
|
owner.heal_overall_damage(brute = 1, burn = 1, required_bodytype = BODYTYPE_ORGANIC)
|
|
|
|
/atom/movable/screen/alert/status_effect/shadow_regeneration
|
|
name = "Shadow Regeneration"
|
|
desc = "Bathed in soothing darkness, you will slowly heal yourself."
|
|
icon_state = "lightless"
|