Files
Yogstation/code/datums/status_effects/buffs.dm
yogstation13-bot f9ad21cbf1 [MIRROR] Remove reagent ids and use typepaths where applicable (#5612)
* Remove reagent ids and use typepaths where applicable

* Remove reagent ids and use typepaths where applicable

* Resolves some easier conflicts

* Resolves medical_tools.dm

* Resolves robots.dm

* Handles cinnamon

Wow, I cannot do this manually. Fuckin' regex time.

* Removes 27 merge conflicts (!!!!!)

* Makes it actually half-attempt to compile

* I just -- I give up, it's over

* mk

* mk

* mk

* hm

* ok

* what a bloody chain reaction jesus

* ok

* and done

* went threw and changed the ones I missed

* ok

* dangit altoids hurry the fek up

* Fixes whatever I found find thru this regex:

reagents[\s\w]*=[\s\w]*list\([^\/]+\)
2019-06-10 07:26:31 -05:00

598 lines
22 KiB
Plaintext

//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.max_damage *= 10
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
BP.max_damage /= 10
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.ogg', 75, 0)
return ..()
/datum/status_effect/sword_spin/tick()
playsound(owner, 'sound/weapons/fwoosh.ogg', 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!
ADD_TRAIT(owner, 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()
REMOVE_TRAIT(owner, 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(/datum/reagent/medicine/bicaridine, /datum/reagent/medicine/salbutamol, /datum/reagent/medicine/kelotane, /datum/reagent/medicine/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)
/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()
owner.dizziness = max(0, owner.dizziness - 2)
owner.jitteriness = max(0, owner.jitteriness - 2)
owner.confused = max(0, owner.confused - 1)
SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "goodmusic", /datum/mood_event/goodmusic)
/obj/screen/alert/status_effect/regenerative_core
name = "Reinforcing Tendrils"
desc = "You can move faster than your broken body could normally handle!"
icon_state = "regenerative_core"
name = "Regenerative Core Tendrils"
/datum/status_effect/regenerative_core
id = "Regenerative Core"
duration = 1 MINUTES
status_type = STATUS_EFFECT_REPLACE
alert_type = /obj/screen/alert/status_effect/regenerative_core
/datum/status_effect/regenerative_core/on_apply()
ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "regenerative_core")
owner.adjustBruteLoss(-25)
owner.adjustFireLoss(-25)
owner.remove_CC()
owner.bodytemperature = BODYTEMP_NORMAL
return TRUE
/datum/status_effect/regenerative_core/on_remove()
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "regenerative_core")
/datum/status_effect/antimagic
id = "antimagic"
duration = 10 SECONDS
examine_text = "<span class='notice'>They seem to be covered in a dull, grey aura.</span>"
/datum/status_effect/antimagic/on_apply()
owner.visible_message("<span class='notice'>[owner] is coated with a dull aura!</span>")
ADD_TRAIT(owner, TRAIT_ANTIMAGIC, MAGIC_TRAIT)
//glowing wings overlay
playsound(owner, 'sound/weapons/fwoosh.ogg', 75, 0)
return ..()
/datum/status_effect/antimagic/on_remove()
REMOVE_TRAIT(owner, TRAIT_ANTIMAGIC, MAGIC_TRAIT)
owner.visible_message("<span class='warning'>[owner]'s dull aura fades away...</span>")