mirror of
https://github.com/yogstation13/Yogstation.git
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344 lines
13 KiB
Plaintext
344 lines
13 KiB
Plaintext
//Largely negative status effects go here, even if they have small benificial effects
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//STUN EFFECTS
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/datum/status_effect/incapacitating
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tick_interval = 0
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status_type = STATUS_EFFECT_REPLACE
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alert_type = null
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var/needs_update_stat = FALSE
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/datum/status_effect/incapacitating/on_creation(mob/living/new_owner, set_duration, updating_canmove)
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if(isnum(set_duration))
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duration = set_duration
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. = ..()
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if(.)
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if(updating_canmove)
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owner.update_canmove()
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if(needs_update_stat || issilicon(owner))
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owner.update_stat()
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/datum/status_effect/incapacitating/on_remove()
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owner.update_canmove()
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if(needs_update_stat || issilicon(owner)) //silicons need stat updates in addition to normal canmove updates
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owner.update_stat()
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//STUN
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/datum/status_effect/incapacitating/stun
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id = "stun"
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//KNOCKDOWN
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/datum/status_effect/incapacitating/knockdown
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id = "knockdown"
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//UNCONSCIOUS
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/datum/status_effect/incapacitating/unconscious
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id = "unconscious"
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needs_update_stat = TRUE
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//SLEEPING
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/datum/status_effect/incapacitating/sleeping
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id = "sleeping"
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alert_type = /obj/screen/alert/status_effect/asleep
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needs_update_stat = TRUE
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var/mob/living/carbon/carbon_owner
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var/mob/living/carbon/human/human_owner
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/datum/status_effect/incapacitating/sleeping/on_creation(mob/living/new_owner, updating_canmove)
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. = ..()
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if(.)
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if(iscarbon(owner)) //to avoid repeated istypes
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carbon_owner = owner
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if(ishuman(owner))
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human_owner = owner
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/datum/status_effect/incapacitating/sleeping/Destroy()
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carbon_owner = null
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human_owner = null
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return ..()
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/datum/status_effect/incapacitating/sleeping/tick()
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if(owner.staminaloss)
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owner.adjustStaminaLoss(-0.35) //reduce stamina loss by 0.35 per tick, 7 per 2 seconds
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if(human_owner && human_owner.drunkenness)
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human_owner.drunkenness *= 0.997 //reduce drunkenness by 0.3% per tick, 6% per 2 seconds
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if(prob(20))
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if(carbon_owner)
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carbon_owner.handle_dreams()
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if(prob(10) && owner.health > HEALTH_THRESHOLD_CRIT)
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owner.emote("snore")
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/obj/screen/alert/status_effect/asleep
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name = "Asleep"
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desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
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icon_state = "asleep"
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//OTHER DEBUFFS
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/datum/status_effect/his_wrath //does minor damage over time unless holding His Grace
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id = "his_wrath"
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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_wrath
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/obj/screen/alert/status_effect/his_wrath
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name = "His Wrath"
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desc = "You fled from His Grace instead of feeding Him, and now you suffer."
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icon_state = "his_grace"
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alerttooltipstyle = "hisgrace"
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/datum/status_effect/his_wrath/tick()
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for(var/obj/item/weapon/his_grace/HG in owner.held_items)
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qdel(src)
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return
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owner.adjustBruteLoss(0.1)
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owner.adjustFireLoss(0.1)
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owner.adjustToxLoss(0.2, TRUE, TRUE)
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/datum/status_effect/belligerent
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id = "belligerent"
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duration = 70
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tick_interval = 0 //tick as fast as possible
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status_type = STATUS_EFFECT_REPLACE
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alert_type = /obj/screen/alert/status_effect/belligerent
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var/leg_damage_on_toggle = 2 //damage on initial application and when the owner tries to toggle to run
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var/cultist_damage_on_toggle = 10 //damage on initial application and when the owner tries to toggle to run, but to cultists
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/obj/screen/alert/status_effect/belligerent
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name = "Belligerent"
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desc = "<b><font color=#880020>Kneel, her-eti'c.</font></b>"
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icon_state = "belligerent"
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alerttooltipstyle = "clockcult"
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/datum/status_effect/belligerent/on_apply()
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return do_movement_toggle(TRUE)
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/datum/status_effect/belligerent/tick()
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if(!do_movement_toggle())
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qdel(src)
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/datum/status_effect/belligerent/proc/do_movement_toggle(force_damage)
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var/number_legs = owner.get_num_legs()
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if(iscarbon(owner) && !is_servant_of_ratvar(owner) && !owner.null_rod_check() && number_legs)
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if(force_damage || owner.m_intent != MOVE_INTENT_WALK)
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if(GLOB.ratvar_awakens)
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owner.Knockdown(20)
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if(iscultist(owner))
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owner.apply_damage(cultist_damage_on_toggle * 0.5, BURN, "l_leg")
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owner.apply_damage(cultist_damage_on_toggle * 0.5, BURN, "r_leg")
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else
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owner.apply_damage(leg_damage_on_toggle * 0.5, BURN, "l_leg")
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owner.apply_damage(leg_damage_on_toggle * 0.5, BURN, "r_leg")
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if(owner.m_intent != MOVE_INTENT_WALK)
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if(!iscultist(owner))
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to_chat(owner, "<span class='warning'>Your leg[number_legs > 1 ? "s shiver":" shivers"] with pain!</span>")
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else //Cultists take extra burn damage
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to_chat(owner, "<span class='warning'>Your leg[number_legs > 1 ? "s burn":" burns"] with pain!</span>")
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owner.toggle_move_intent()
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return TRUE
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return FALSE
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/datum/status_effect/belligerent/on_remove()
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if(owner.m_intent == MOVE_INTENT_WALK)
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owner.toggle_move_intent()
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/datum/status_effect/maniamotor
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id = "maniamotor"
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duration = -1
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tick_interval = 10
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status_type = STATUS_EFFECT_MULTIPLE
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alert_type = null
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var/obj/structure/destructible/clockwork/powered/mania_motor/motor
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var/severity = 0 //goes up to a maximum of MAX_MANIA_SEVERITY
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var/warned_turnoff = FALSE //if we've warned that the motor is off
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var/warned_outofsight = FALSE //if we've warned that the target is out of sight of the motor
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var/static/list/mania_messages = list("Go nuts.", "Take a crack at crazy.", "Make a bid for insanity.", "Get kooky.", "Move towards mania.", "Become bewildered.", "Wax wild.", \
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"Go round the bend.", "Land in lunacy.", "Try dementia.", "Strive to get a screw loose.", "Advance forward.", "Approach the transmitter.", "Touch the antennae.", \
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"Move towards the mania motor.", "Come closer.", "Get over here already!", "Keep your eyes on the motor.")
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var/static/list/flee_messages = list("Oh, NOW you flee.", "Get back here!", "If you were smarter, you'd come back.", "Only fools run.", "You'll be back.")
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var/static/list/turnoff_messages = list("Why would they turn it-", "What are these idi-", "Fools, fools, all of-", "Are they trying to c-", "All this effort just f-")
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var/static/list/powerloss_messages = list("\"Oh, the id**ts di***t s***e en**** pow**...\"" = TRUE, "\"D*dn't **ey mak* an **te***c*i*n le**?\"" = TRUE, "\"The** f**ls for**t t* make a ***** *f-\"" = TRUE, \
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"\"No, *O, you **re so cl***-\"" = TRUE, "You hear a yell of frustration, cut off by static." = FALSE)
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/datum/status_effect/maniamotor/on_creation(mob/living/new_owner, obj/structure/destructible/clockwork/powered/mania_motor/new_motor)
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. = ..()
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if(.)
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motor = new_motor
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/datum/status_effect/maniamotor/Destroy()
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motor = null
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return ..()
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/datum/status_effect/maniamotor/tick()
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var/is_servant = is_servant_of_ratvar(owner)
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var/span_part = severity > 50 ? "" : "_small" //let's save like one check
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if(QDELETED(motor))
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if(!is_servant)
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to_chat(owner, "<span class='sevtug[span_part]'>You feel a frustrated voice quietly fade from your mind...</span>")
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qdel(src)
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return
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if(!motor.active) //it being off makes it fall off much faster
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if(!is_servant && !warned_turnoff)
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if(motor.total_accessable_power() > motor.mania_cost)
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to_chat(owner, "<span class='sevtug[span_part]'>\"[text2ratvar(pick(turnoff_messages))]\"</span>")
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else
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var/pickedmessage = pick(powerloss_messages)
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to_chat(owner, "<span class='sevtug[span_part]'>[powerloss_messages[pickedmessage] ? "[text2ratvar(pickedmessage)]" : pickedmessage]</span>")
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warned_turnoff = TRUE
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severity = max(severity - 2, 0)
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if(!severity)
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qdel(src)
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return
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else
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if(prob(severity * 2))
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warned_turnoff = FALSE
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if(!(owner in viewers(7, motor))) //not being in range makes it fall off slightly faster
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if(!is_servant && !warned_outofsight)
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to_chat(owner, "<span class='sevtug[span_part]'>\"[text2ratvar(pick(flee_messages))]\"</span>")
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warned_outofsight = TRUE
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severity = max(severity - 1, 0)
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if(!severity)
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qdel(src)
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return
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else if(prob(severity * 2))
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warned_outofsight = FALSE
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if(is_servant) //heals servants of braindamage, hallucination, druggy, dizziness, and confusion
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if(owner.hallucination)
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owner.hallucination = 0
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if(owner.druggy)
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owner.adjust_drugginess(-owner.druggy)
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if(owner.dizziness)
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owner.dizziness = 0
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if(owner.confused)
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owner.confused = 0
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severity = 0
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else if(!owner.null_rod_check() && owner.stat != DEAD && severity)
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var/static/hum = get_sfx('sound/effects/screech.ogg') //same sound for every proc call
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if(owner.getToxLoss() > MANIA_DAMAGE_TO_CONVERT)
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if(is_eligible_servant(owner))
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to_chat(owner, "<span class='sevtug[span_part]'>\"[text2ratvar("You are mine and his, now.")]\"</span>")
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if(add_servant_of_ratvar(owner))
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owner.log_message("<font color=#BE8700>Conversion was done with a Mania Motor.</font>", INDIVIDUAL_ATTACK_LOG)
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owner.Unconscious(100)
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else
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if(prob(severity * 0.15))
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to_chat(owner, "<span class='sevtug[span_part]'>\"[text2ratvar(pick(mania_messages))]\"</span>")
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owner.playsound_local(get_turf(motor), hum, severity, 1)
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owner.adjust_drugginess(Clamp(max(severity * 0.075, 1), 0, max(0, 50 - owner.druggy))) //7.5% of severity per second, minimum 1
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if(owner.hallucination < 50)
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owner.hallucination = min(owner.hallucination + max(severity * 0.075, 1), 50) //7.5% of severity per second, minimum 1
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if(owner.dizziness < 50)
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owner.dizziness = min(owner.dizziness + round(severity * 0.05, 1), 50) //5% of severity per second above 10 severity
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if(owner.confused < 25)
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owner.confused = min(owner.confused + round(severity * 0.025, 1), 25) //2.5% of severity per second above 20 severity
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owner.adjustToxLoss(severity * 0.02, TRUE, TRUE) //2% of severity per second
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severity--
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/datum/status_effect/cultghost //is a cult ghost and can't use manifest runes
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id = "cult_ghost"
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duration = -1
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alert_type = null
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/datum/status_effect/crusher_mark
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id = "crusher_mark"
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duration = 300 //if you leave for 30 seconds you lose the mark, deal with it
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status_type = STATUS_EFFECT_REPLACE
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alert_type = null
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var/mutable_appearance/marked_underlay
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var/obj/item/weapon/twohanded/required/kinetic_crusher/hammer_synced
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/datum/status_effect/crusher_mark/on_creation(mob/living/new_owner, obj/item/weapon/twohanded/required/kinetic_crusher/new_hammer_synced)
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. = ..()
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if(.)
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hammer_synced = new_hammer_synced
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/datum/status_effect/crusher_mark/on_apply()
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if(owner.mob_size >= MOB_SIZE_LARGE)
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marked_underlay = mutable_appearance('icons/effects/effects.dmi', "shield2")
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marked_underlay.pixel_x = -owner.pixel_x
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marked_underlay.pixel_y = -owner.pixel_y
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owner.underlays += marked_underlay
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return TRUE
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return FALSE
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/datum/status_effect/crusher_mark/Destroy()
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hammer_synced = null
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if(owner)
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owner.underlays -= marked_underlay
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QDEL_NULL(marked_underlay)
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return ..()
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/datum/status_effect/crusher_mark/be_replaced()
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owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
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..()
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/datum/status_effect/saw_bleed
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id = "saw_bleed"
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duration = -1 //removed under specific conditions
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tick_interval = 6
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alert_type = null
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var/mutable_appearance/bleed_overlay
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var/mutable_appearance/bleed_underlay
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var/bleed_amount = 3
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var/bleed_buildup = 3
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var/delay_before_decay = 5
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var/bleed_damage = 200
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var/needs_to_bleed = FALSE
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/datum/status_effect/saw_bleed/Destroy()
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if(owner)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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QDEL_NULL(bleed_overlay)
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return ..()
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/datum/status_effect/saw_bleed/on_apply()
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if(owner.stat == DEAD)
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return FALSE
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bleed_overlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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bleed_underlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
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var/icon_height = I.Height()
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bleed_overlay.pixel_x = -owner.pixel_x
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bleed_overlay.pixel_y = Floor(icon_height * 0.25)
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bleed_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the bleed overlay's size based on the target's icon size
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bleed_underlay.pixel_x = -owner.pixel_x
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bleed_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
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bleed_underlay.alpha = 40
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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return ..()
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/datum/status_effect/saw_bleed/tick()
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if(owner.stat == DEAD)
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qdel(src)
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else
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add_bleed(-1)
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/datum/status_effect/saw_bleed/proc/add_bleed(amount)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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bleed_amount += amount
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if(bleed_amount)
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if(bleed_amount >= 10)
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needs_to_bleed = TRUE
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qdel(src)
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else
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if(amount > 0)
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tick_interval += delay_before_decay
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bleed_overlay.icon_state = "bleed[bleed_amount]"
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bleed_underlay.icon_state = "bleed[bleed_amount]"
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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else
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qdel(src)
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/datum/status_effect/saw_bleed/on_remove()
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if(needs_to_bleed)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 200, 1, -1)
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owner.adjustBruteLoss(bleed_damage)
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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