Removes revenant blight's shabby tox damage in favor of negative mood effects, and necropolis curse if not cured.
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@@ -12,8 +12,8 @@
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disease_flags = CURABLE
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permeability_mod = 1
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severity = DISEASE_SEVERITY_HARMFUL
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var/stagedamage = 0 //Highest stage reached.
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var/finalstage = 0 //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects.
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var/datum/mood_event/revenant_blight/depression
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/datum/disease/revblight/cure()
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if(affected_mob)
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@@ -21,12 +21,13 @@
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if(affected_mob.dna && affected_mob.dna.species)
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affected_mob.dna.species.handle_mutant_bodyparts(affected_mob)
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affected_mob.dna.species.handle_hair(affected_mob)
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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SEND_SIGNAL(affected_mob, COMSIG_CLEAR_MOOD_EVENT, "rev_blight")
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..()
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/datum/disease/revblight/stage_act()
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if(!finalstage)
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if(affected_mob.lying && prob(stage*6))
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if(affected_mob.lying && prob(stage*4))
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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cure()
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return
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if(prob(stage*3))
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@@ -34,10 +35,6 @@
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affected_mob.confused += 8
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affected_mob.adjustStaminaLoss(8)
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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if(stagedamage < stage)
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stagedamage++
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affected_mob.adjustToxLoss(stage*2) //should, normally, do about 30 toxin damage.
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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if(prob(45))
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affected_mob.adjustStaminaLoss(stage)
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..() //So we don't increase a stage before applying the stage damage.
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@@ -46,9 +43,13 @@
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if(prob(5))
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affected_mob.emote("pale")
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if(3)
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if(!depression)
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depression = SEND_SIGNAL(affected_mob, COMSIG_ADD_MOOD_EVENT, "rev_blight", /datum/mood_event/revenant_blight)
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SEND_SIGNAL(affected_mob, COMSIG_DECREASE_SANITY, 0.12, SANITY_CRAZY)
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if(prob(10))
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affected_mob.emote(pick("pale","shiver"))
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if(4)
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SEND_SIGNAL(affected_mob, COMSIG_DECREASE_SANITY, 0.18, SANITY_CRAZY)
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if(prob(15))
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affected_mob.emote(pick("pale","shiver","cries"))
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if(5)
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@@ -56,12 +57,18 @@
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finalstage = TRUE
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to_chat(affected_mob, "<span class='revenbignotice'>You feel like [pick("nothing's worth it anymore", "nobody ever needed your help", "nothing you did mattered", "everything you tried to do was worthless")].</span>")
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affected_mob.adjustStaminaLoss(45)
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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if(affected_mob.dna && affected_mob.dna.species)
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if(affected_mob.dna?.species)
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affected_mob.dna.species.handle_mutant_bodyparts(affected_mob,"#1d2953")
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affected_mob.dna.species.handle_hair(affected_mob,"#1d2953")
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affected_mob.visible_message("<span class='warning'>[affected_mob] looks terrifyingly gaunt...</span>", "<span class='revennotice'>You suddenly feel like your skin is <i>wrong</i>...</span>")
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affected_mob.add_atom_colour("#1d2953", TEMPORARY_COLOUR_PRIORITY)
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addtimer(CALLBACK(src, .proc/cure), 100)
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else
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return
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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addtimer(CALLBACK(src, .proc/curses), 150)
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/datum/disease/revblight/proc/curses()
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if(QDELETED(affected_mob))
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return
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affected_mob.playsound_local(affected_mob, 'sound/effects/curse5.ogg', 40, 1, -1)
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to_chat(affected_mob, "<span class='revendanger'>You sense the terrific curse of a vengeful ghost befall upon you...</span>")
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target_mob.apply_necropolis_curse(null, 7 MINUTES) //Once the blight has done its course without being cured beforehand, it will cast a necrocurse to compensate how underpowered it's.
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cure()
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