Files
Yogstation/code/datums/status_effects/buffs.dm
kevinz000 1f7a76ade0 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-10 23:21:27 +01:00

544 lines
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//Largely beneficial effects go here, even if they have drawbacks. An example is provided in Shadow Mend.
/datum/status_effect/shadow_mend
id = "shadow_mend"
duration = 30
alert_type = /obj/screen/alert/status_effect/shadow_mend
/obj/screen/alert/status_effect/shadow_mend
name = "Shadow Mend"
desc = "Shadowy energies wrap around your wounds, sealing them at a price. After healing, you will slowly lose health every three seconds for thirty seconds."
icon_state = "shadow_mend"
/datum/status_effect/shadow_mend/on_apply()
owner.visible_message("<span class='notice'>Violet light wraps around [owner]'s body!</span>", "<span class='notice'>Violet light wraps around your body!</span>")
playsound(owner, 'sound/magic/teleport_app.ogg', 50, 1)
return ..()
/datum/status_effect/shadow_mend/tick()
owner.adjustBruteLoss(-15)
owner.adjustFireLoss(-15)
/datum/status_effect/shadow_mend/on_remove()
owner.visible_message("<span class='warning'>The violet light around [owner] glows black!</span>", "<span class='warning'>The tendrils around you cinch tightly and reap their toll...</span>")
playsound(owner, 'sound/magic/teleport_diss.ogg', 50, 1)
owner.apply_status_effect(STATUS_EFFECT_VOID_PRICE)
/datum/status_effect/void_price
id = "void_price"
duration = 300
tick_interval = 30
alert_type = /obj/screen/alert/status_effect/void_price
/obj/screen/alert/status_effect/void_price
name = "Void Price"
desc = "Black tendrils cinch tightly against you, digging wicked barbs into your flesh."
icon_state = "shadow_mend"
/datum/status_effect/void_price/tick()
SEND_SOUND(owner, sound('sound/magic/summon_karp.ogg', volume = 25))
owner.adjustBruteLoss(3)
/datum/status_effect/vanguard_shield
id = "vanguard"
duration = 200
tick_interval = 0 //tick as fast as possible
status_type = STATUS_EFFECT_REPLACE
alert_type = /obj/screen/alert/status_effect/vanguard
var/datum/progressbar/progbar
/obj/screen/alert/status_effect/vanguard
name = "Vanguard"
desc = "You're absorbing stuns! 25% of all stuns taken will affect you after this effect ends."
icon_state = "vanguard"
alerttooltipstyle = "clockcult"
/obj/screen/alert/status_effect/vanguard/MouseEntered(location,control,params)
var/mob/living/L = usr
if(istype(L)) //this is probably more safety than actually needed
var/vanguard = L.stun_absorption["vanguard"]
desc = initial(desc)
desc += "<br><b>[FLOOR(vanguard["stuns_absorbed"] * 0.1, 1)]</b> seconds of stuns held back.\
[GLOB.ratvar_awakens ? "":"<br><b>[FLOOR(min(vanguard["stuns_absorbed"] * 0.025, 20), 1)]</b> seconds of stun will affect you."]"
..()
/datum/status_effect/vanguard_shield/Destroy()
qdel(progbar)
progbar = null
return ..()
/datum/status_effect/vanguard_shield/on_apply()
owner.log_message("gained Vanguard stun immunity", LOG_ATTACK)
owner.add_stun_absorption("vanguard", INFINITY, 1, "'s yellow aura momentarily intensifies!", "Your ward absorbs the stun!", " radiating with a soft yellow light!")
owner.visible_message("<span class='warning'>[owner] begins to faintly glow!</span>", "<span class='brass'>You will absorb all stuns for the next twenty seconds.</span>")
owner.SetStun(0, FALSE)
owner.SetKnockdown(0, FALSE)
owner.SetParalyzed(0, FALSE)
owner.SetImmobilized(0)
progbar = new(owner, duration, owner)
progbar.bar.color = list("#FAE48C", "#FAE48C", "#FAE48C", rgb(0,0,0))
progbar.update(duration - world.time)
return ..()
/datum/status_effect/vanguard_shield/tick()
progbar.update(duration - world.time)
/datum/status_effect/vanguard_shield/on_remove()
var/vanguard = owner.stun_absorption["vanguard"]
var/stuns_blocked = 0
if(vanguard)
stuns_blocked = FLOOR(min(vanguard["stuns_absorbed"] * 0.25, 400), 1)
vanguard["end_time"] = 0 //so it doesn't absorb the stuns we're about to apply
if(owner.stat != DEAD)
var/message_to_owner = "<span class='warning'>You feel your Vanguard quietly fade...</span>"
var/otheractiveabsorptions = FALSE
for(var/i in owner.stun_absorption)
if(owner.stun_absorption[i]["end_time"] > world.time && owner.stun_absorption[i]["priority"] > vanguard["priority"])
otheractiveabsorptions = TRUE
if(!GLOB.ratvar_awakens && stuns_blocked && !otheractiveabsorptions)
owner.Paralyze(stuns_blocked)
message_to_owner = "<span class='boldwarning'>The weight of the Vanguard's protection crashes down upon you!</span>"
if(stuns_blocked >= 300)
message_to_owner += "\n<span class='userdanger'>You faint from the exertion!</span>"
stuns_blocked *= 2
owner.Unconscious(stuns_blocked)
else
stuns_blocked = 0 //so logging is correct in cases where there were stuns blocked but we didn't stun for other reasons
owner.visible_message("<span class='warning'>[owner]'s glowing aura fades!</span>", message_to_owner)
owner.log_message("lost Vanguard stun immunity[stuns_blocked ? "and was stunned for [stuns_blocked]":""]", LOG_ATTACK)
/datum/status_effect/inathneqs_endowment
id = "inathneqs_endowment"
duration = 150
alert_type = /obj/screen/alert/status_effect/inathneqs_endowment
/obj/screen/alert/status_effect/inathneqs_endowment
name = "Inath-neq's Endowment"
desc = "Adrenaline courses through you as the Resonant Cogwheel's energy shields you from all harm!"
icon_state = "inathneqs_endowment"
alerttooltipstyle = "clockcult"
/datum/status_effect/inathneqs_endowment/on_apply()
owner.log_message("gained Inath-neq's invulnerability", LOG_ATTACK)
owner.visible_message("<span class='warning'>[owner] shines with azure light!</span>", "<span class='notice'>You feel Inath-neq's power flow through you! You're invincible!</span>")
var/oldcolor = owner.color
owner.color = "#1E8CE1"
owner.fully_heal()
owner.add_stun_absorption("inathneq", 150, 2, "'s flickering blue aura momentarily intensifies!", "Inath-neq's power absorbs the stun!", " glowing with a flickering blue light!")
owner.status_flags |= GODMODE
animate(owner, color = oldcolor, time = 150, easing = EASE_IN)
addtimer(CALLBACK(owner, /atom/proc/update_atom_colour), 150)
playsound(owner, 'sound/magic/ethereal_enter.ogg', 50, 1)
return ..()
/datum/status_effect/inathneqs_endowment/on_remove()
owner.log_message("lost Inath-neq's invulnerability", LOG_ATTACK)
owner.visible_message("<span class='warning'>The light around [owner] flickers and dissipates!</span>", "<span class='boldwarning'>You feel Inath-neq's power fade from your body!</span>")
owner.status_flags &= ~GODMODE
playsound(owner, 'sound/magic/ethereal_exit.ogg', 50, 1)
/datum/status_effect/cyborg_power_regen
id = "power_regen"
duration = 100
alert_type = /obj/screen/alert/status_effect/power_regen
var/power_to_give = 0 //how much power is gained each tick
/datum/status_effect/cyborg_power_regen/on_creation(mob/living/new_owner, new_power_per_tick)
. = ..()
if(. && isnum(new_power_per_tick))
power_to_give = new_power_per_tick
/obj/screen/alert/status_effect/power_regen
name = "Power Regeneration"
desc = "You are quickly regenerating power!"
icon_state = "power_regen"
/datum/status_effect/cyborg_power_regen/tick()
var/mob/living/silicon/robot/cyborg = owner
if(!istype(cyborg) || !cyborg.cell)
qdel(src)
return
playsound(cyborg, 'sound/effects/light_flicker.ogg', 50, 1)
cyborg.cell.give(power_to_give)
/datum/status_effect/his_grace
id = "his_grace"
duration = -1
tick_interval = 4
alert_type = /obj/screen/alert/status_effect/his_grace
var/bloodlust = 0
/obj/screen/alert/status_effect/his_grace
name = "His Grace"
desc = "His Grace hungers, and you must feed Him."
icon_state = "his_grace"
alerttooltipstyle = "hisgrace"
/obj/screen/alert/status_effect/his_grace/MouseEntered(location,control,params)
desc = initial(desc)
var/datum/status_effect/his_grace/HG = attached_effect
desc += "<br><font size=3><b>Current Bloodthirst: [HG.bloodlust]</b></font>\
<br>Becomes undroppable at <b>[HIS_GRACE_FAMISHED]</b>\
<br>Will consume you at <b>[HIS_GRACE_CONSUME_OWNER]</b>"
..()
/datum/status_effect/his_grace/on_apply()
owner.log_message("gained His Grace's stun immunity", LOG_ATTACK)
owner.add_stun_absorption("hisgrace", INFINITY, 3, null, "His Grace protects you from the stun!")
return ..()
/datum/status_effect/his_grace/tick()
bloodlust = 0
var/graces = 0
for(var/obj/item/his_grace/HG in owner.held_items)
if(HG.bloodthirst > bloodlust)
bloodlust = HG.bloodthirst
if(HG.awakened)
graces++
if(!graces)
owner.apply_status_effect(STATUS_EFFECT_HISWRATH)
qdel(src)
return
var/grace_heal = bloodlust * 0.05
owner.adjustBruteLoss(-grace_heal)
owner.adjustFireLoss(-grace_heal)
owner.adjustToxLoss(-grace_heal, TRUE, TRUE)
owner.adjustOxyLoss(-(grace_heal * 2))
owner.adjustCloneLoss(-grace_heal)
/datum/status_effect/his_grace/on_remove()
owner.log_message("lost His Grace's stun immunity", LOG_ATTACK)
if(islist(owner.stun_absorption) && owner.stun_absorption["hisgrace"])
owner.stun_absorption -= "hisgrace"
/datum/status_effect/wish_granters_gift //Fully revives after ten seconds.
id = "wish_granters_gift"
duration = 50
alert_type = /obj/screen/alert/status_effect/wish_granters_gift
/datum/status_effect/wish_granters_gift/on_apply()
to_chat(owner, "<span class='notice'>Death is not your end! The Wish Granter's energy suffuses you, and you begin to rise...</span>")
return ..()
/datum/status_effect/wish_granters_gift/on_remove()
owner.revive(full_heal = TRUE, admin_revive = TRUE)
owner.visible_message("<span class='warning'>[owner] appears to wake from the dead, having healed all wounds!</span>", "<span class='notice'>You have regenerated.</span>")
owner.update_mobility()
/obj/screen/alert/status_effect/wish_granters_gift
name = "Wish Granter's Immortality"
desc = "You are being resurrected!"
icon_state = "wish_granter"
/datum/status_effect/cult_master
id = "The Cult Master"
duration = -1
alert_type = null
on_remove_on_mob_delete = TRUE
var/alive = TRUE
/datum/status_effect/cult_master/proc/deathrattle()
if(!QDELETED(GLOB.cult_narsie))
return //if nar-sie is alive, don't even worry about it
var/area/A = get_area(owner)
for(var/datum/mind/B in SSticker.mode.cult)
if(isliving(B.current))
var/mob/living/M = B.current
SEND_SOUND(M, sound('sound/hallucinations/veryfar_noise.ogg'))
to_chat(M, "<span class='cultlarge'>The Cult's Master, [owner], has fallen in \the [A]!</span>")
/datum/status_effect/cult_master/tick()
if(owner.stat != DEAD && !alive)
alive = TRUE
return
if(owner.stat == DEAD && alive)
alive = FALSE
deathrattle()
/datum/status_effect/cult_master/on_remove()
deathrattle()
. = ..()
/datum/status_effect/blooddrunk
id = "blooddrunk"
duration = 10
tick_interval = 0
alert_type = /obj/screen/alert/status_effect/blooddrunk
var/last_health = 0
var/last_bruteloss = 0
var/last_fireloss = 0
var/last_toxloss = 0
var/last_oxyloss = 0
var/last_cloneloss = 0
var/last_staminaloss = 0
/obj/screen/alert/status_effect/blooddrunk
name = "Blood-Drunk"
desc = "You are drunk on blood! Your pulse thunders in your ears! Nothing can harm you!" //not true, and the item description mentions its actual effect
icon_state = "blooddrunk"
/datum/status_effect/blooddrunk/on_apply()
. = ..()
if(.)
owner.maxHealth *= 10
owner.bruteloss *= 10
owner.fireloss *= 10
if(iscarbon(owner))
var/mob/living/carbon/C = owner
for(var/X in C.bodyparts)
var/obj/item/bodypart/BP = X
BP.brute_dam *= 10
BP.burn_dam *= 10
owner.toxloss *= 10
owner.oxyloss *= 10
owner.cloneloss *= 10
owner.staminaloss *= 10
owner.updatehealth()
last_health = owner.health
last_bruteloss = owner.getBruteLoss()
last_fireloss = owner.getFireLoss()
last_toxloss = owner.getToxLoss()
last_oxyloss = owner.getOxyLoss()
last_cloneloss = owner.getCloneLoss()
last_staminaloss = owner.getStaminaLoss()
owner.log_message("gained blood-drunk stun immunity", LOG_ATTACK)
owner.add_stun_absorption("blooddrunk", INFINITY, 4)
owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, 1)
/datum/status_effect/blooddrunk/tick() //multiply the effect of healing by 10
if(owner.health > last_health)
var/needs_health_update = FALSE
var/new_bruteloss = owner.getBruteLoss()
if(new_bruteloss < last_bruteloss)
var/heal_amount = (new_bruteloss - last_bruteloss) * 10
owner.adjustBruteLoss(heal_amount, updating_health = FALSE)
new_bruteloss = owner.getBruteLoss()
needs_health_update = TRUE
last_bruteloss = new_bruteloss
var/new_fireloss = owner.getFireLoss()
if(new_fireloss < last_fireloss)
var/heal_amount = (new_fireloss - last_fireloss) * 10
owner.adjustFireLoss(heal_amount, updating_health = FALSE)
new_fireloss = owner.getFireLoss()
needs_health_update = TRUE
last_fireloss = new_fireloss
var/new_toxloss = owner.getToxLoss()
if(new_toxloss < last_toxloss)
var/heal_amount = (new_toxloss - last_toxloss) * 10
owner.adjustToxLoss(heal_amount, updating_health = FALSE)
new_toxloss = owner.getToxLoss()
needs_health_update = TRUE
last_toxloss = new_toxloss
var/new_oxyloss = owner.getOxyLoss()
if(new_oxyloss < last_oxyloss)
var/heal_amount = (new_oxyloss - last_oxyloss) * 10
owner.adjustOxyLoss(heal_amount, updating_health = FALSE)
new_oxyloss = owner.getOxyLoss()
needs_health_update = TRUE
last_oxyloss = new_oxyloss
var/new_cloneloss = owner.getCloneLoss()
if(new_cloneloss < last_cloneloss)
var/heal_amount = (new_cloneloss - last_cloneloss) * 10
owner.adjustCloneLoss(heal_amount, updating_health = FALSE)
new_cloneloss = owner.getCloneLoss()
needs_health_update = TRUE
last_cloneloss = new_cloneloss
var/new_staminaloss = owner.getStaminaLoss()
if(new_staminaloss < last_staminaloss)
var/heal_amount = (new_staminaloss - last_staminaloss) * 10
owner.adjustStaminaLoss(heal_amount, updating_health = FALSE)
new_staminaloss = owner.getStaminaLoss()
needs_health_update = TRUE
last_staminaloss = new_staminaloss
if(needs_health_update)
owner.updatehealth()
owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, 1)
last_health = owner.health
/datum/status_effect/blooddrunk/on_remove()
tick()
owner.maxHealth *= 0.1
owner.bruteloss *= 0.1
owner.fireloss *= 0.1
if(iscarbon(owner))
var/mob/living/carbon/C = owner
for(var/X in C.bodyparts)
var/obj/item/bodypart/BP = X
BP.brute_dam *= 0.1
BP.burn_dam *= 0.1
owner.toxloss *= 0.1
owner.oxyloss *= 0.1
owner.cloneloss *= 0.1
owner.staminaloss *= 0.1
owner.updatehealth()
owner.log_message("lost blood-drunk stun immunity", LOG_ATTACK)
if(islist(owner.stun_absorption) && owner.stun_absorption["blooddrunk"])
owner.stun_absorption -= "blooddrunk"
/datum/status_effect/sword_spin
id = "Bastard Sword Spin"
duration = 50
tick_interval = 8
alert_type = null
/datum/status_effect/sword_spin/on_apply()
owner.visible_message("<span class='danger'>[owner] begins swinging the sword with inhuman strength!</span>")
var/oldcolor = owner.color
owner.color = "#ff0000"
owner.add_stun_absorption("bloody bastard sword", duration, 2, "doesn't even flinch as the sword's power courses through them!", "You shrug off the stun!", " glowing with a blazing red aura!")
owner.spin(duration,1)
animate(owner, color = oldcolor, time = duration, easing = EASE_IN)
addtimer(CALLBACK(owner, /atom/proc/update_atom_colour), duration)
playsound(owner, 'sound/weapons/fwoosh.wav', 75, 0)
return ..()
/datum/status_effect/sword_spin/tick()
playsound(owner, 'sound/weapons/fwoosh.wav', 75, 0)
var/obj/item/slashy
slashy = owner.get_active_held_item()
for(var/mob/living/M in orange(1,owner))
slashy.attack(M, owner)
/datum/status_effect/sword_spin/on_remove()
owner.visible_message("<span class='warning'>[owner]'s inhuman strength dissipates and the sword's runes grow cold!</span>")
//Used by changelings to rapidly heal
//Heals 10 brute and oxygen damage every second, and 5 fire
//Being on fire will suppress this healing
/datum/status_effect/fleshmend
id = "fleshmend"
duration = 100
alert_type = /obj/screen/alert/status_effect/fleshmend
/datum/status_effect/fleshmend/tick()
if(owner.on_fire)
linked_alert.icon_state = "fleshmend_fire"
return
else
linked_alert.icon_state = "fleshmend"
owner.adjustBruteLoss(-10, FALSE)
owner.adjustFireLoss(-5, FALSE)
owner.adjustOxyLoss(-10)
/obj/screen/alert/status_effect/fleshmend
name = "Fleshmend"
desc = "Our wounds are rapidly healing. <i>This effect is prevented if we are on fire.</i>"
icon_state = "fleshmend"
/datum/status_effect/exercised
id = "Exercised"
duration = 1200
alert_type = null
/datum/status_effect/exercised/on_creation(mob/living/new_owner, ...)
. = ..()
STOP_PROCESSING(SSfastprocess, src)
START_PROCESSING(SSprocessing, src) //this lasts 20 minutes, so SSfastprocess isn't needed.
/datum/status_effect/exercised/Destroy()
. = ..()
STOP_PROCESSING(SSprocessing, src)
//Hippocratic Oath: Applied when the Rod of Asclepius is activated.
/datum/status_effect/hippocraticOath
id = "Hippocratic Oath"
status_type = STATUS_EFFECT_UNIQUE
duration = -1
tick_interval = 25
examine_text = "<span class='notice'>They seem to have an aura of healing and helpfulness about them.</span>"
alert_type = null
var/hand
var/deathTick = 0
/datum/status_effect/hippocraticOath/on_apply()
//Makes the user passive, it's in their oath not to harm!
owner.add_trait(TRAIT_PACIFISM, "hippocraticOath")
var/datum/atom_hud/H = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
H.add_hud_to(owner)
return ..()
/datum/status_effect/hippocraticOath/on_remove()
owner.remove_trait(TRAIT_PACIFISM, "hippocraticOath")
var/datum/atom_hud/H = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
H.remove_hud_from(owner)
/datum/status_effect/hippocraticOath/tick()
if(owner.stat == DEAD)
if(deathTick < 4)
deathTick += 1
else
owner.visible_message("[owner]'s soul is absorbed into the rod, relieving the previous snake of its duty.")
var/mob/living/simple_animal/hostile/retaliate/poison/snake/healSnake = new(owner.loc)
var/list/chems = list("bicaridine", "salbutamol", "kelotane", "antitoxin")
healSnake.poison_type = pick(chems)
healSnake.name = "Asclepius's Snake"
healSnake.real_name = "Asclepius's Snake"
healSnake.desc = "A mystical snake previously trapped upon the Rod of Asclepius, now freed of its burden. Unlike the average snake, its bites contain chemicals with minor healing properties."
new /obj/effect/decal/cleanable/ash(owner.loc)
new /obj/item/rod_of_asclepius(owner.loc)
qdel(owner)
else
if(iscarbon(owner))
var/mob/living/carbon/itemUser = owner
var/obj/item/heldItem = itemUser.get_item_for_held_index(hand)
if(heldItem == null || heldItem.type != /obj/item/rod_of_asclepius) //Checks to make sure the rod is still in their hand
var/obj/item/rod_of_asclepius/newRod = new(itemUser.loc)
newRod.activated()
if(!itemUser.has_hand_for_held_index(hand))
//If user does not have the corresponding hand anymore, give them one and return the rod to their hand
if(((hand % 2) == 0))
var/obj/item/bodypart/L = itemUser.newBodyPart(BODY_ZONE_R_ARM, FALSE, FALSE)
L.attach_limb(itemUser)
itemUser.put_in_hand(newRod, hand, forced = TRUE)
else
var/obj/item/bodypart/L = itemUser.newBodyPart(BODY_ZONE_L_ARM, FALSE, FALSE)
L.attach_limb(itemUser)
itemUser.put_in_hand(newRod, hand, forced = TRUE)
to_chat(itemUser, "<span class='notice'>Your arm suddenly grows back with the Rod of Asclepius still attached!</span>")
else
//Otherwise get rid of whatever else is in their hand and return the rod to said hand
itemUser.put_in_hand(newRod, hand, forced = TRUE)
to_chat(itemUser, "<span class='notice'>The Rod of Asclepius suddenly grows back out of your arm!</span>")
//Because a servant of medicines stops at nothing to help others, lets keep them on their toes and give them an additional boost.
if(itemUser.health < itemUser.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(itemUser), "#375637")
itemUser.adjustBruteLoss(-1.5)
itemUser.adjustFireLoss(-1.5)
itemUser.adjustToxLoss(-1.5, forced = TRUE) //Because Slime People are people too
itemUser.adjustOxyLoss(-1.5)
itemUser.adjustStaminaLoss(-1.5)
itemUser.adjustBrainLoss(-1.5)
itemUser.adjustCloneLoss(-0.5) //Becasue apparently clone damage is the bastion of all health
//Heal all those around you, unbiased
for(var/mob/living/L in view(7, owner))
if(L.health < L.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(L), "#375637")
if(iscarbon(L))
L.adjustBruteLoss(-3.5)
L.adjustFireLoss(-3.5)
L.adjustToxLoss(-3.5, forced = TRUE) //Because Slime People are people too
L.adjustOxyLoss(-3.5)
L.adjustStaminaLoss(-3.5)
L.adjustBrainLoss(-3.5)
L.adjustCloneLoss(-1) //Becasue apparently clone damage is the bastion of all health
else if(issilicon(L))
L.adjustBruteLoss(-3.5)
L.adjustFireLoss(-3.5)
else if(isanimal(L))
var/mob/living/simple_animal/SM = L
SM.adjustHealth(-3.5, forced = TRUE)