Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into syntheticbloods

This commit is contained in:
Poojawa
2019-08-10 23:48:47 -05:00
175 changed files with 9004 additions and 1473 deletions
+72
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@@ -0,0 +1,72 @@
/datum/brain_trauma/hypnosis
name = "Hypnosis"
desc = "Patient's unconscious is completely enthralled by a word or sentence, focusing their thoughts and actions on it."
scan_desc = "looping thought pattern"
gain_text = ""
lose_text = ""
resilience = TRAUMA_RESILIENCE_SURGERY
var/hypnotic_phrase = ""
var/regex/target_phrase
/datum/brain_trauma/hypnosis/New(phrase, quirk = FALSE)
if(!phrase)
qdel(src)
if(quirk == TRUE)
hypnotic_phrase = phrase
else
friendliify(phrase)
if(IsAdminAdvancedProcCall())
to_chat(usr, "<span class='danger'>Hypnosis New() skipped due to try/catch incompatibility with admin proccalling.</span>")
qdel(src)
try
target_phrase = new("(\\b[hypnotic_phrase]\\b)","ig")
catch(var/exception/e)
stack_trace("[e] on [e.file]:[e.line]")
qdel(src)
..()
/datum/brain_trauma/hypnosis/proc/friendliify(phrase)
phrase = replacetext(lowertext(phrase), "kill", "hug")
phrase = replacetext(lowertext(phrase), "murder", "cuddle")
phrase = replacetext(lowertext(phrase), "harm", "snuggle")
phrase = replacetext(lowertext(phrase), "decapitate", "headpat")
phrase = replacetext(lowertext(phrase), "strangle", "meow at")
phrase = replacetext(lowertext(phrase), "suicide", "self-love")
phrase = replacetext(lowertext(phrase), "lynch", "kiss")
hypnotic_phrase = phrase
/datum/brain_trauma/hypnosis/on_gain()
message_admins("[ADMIN_LOOKUPFLW(owner)] was hypnotized with the phrase '[hypnotic_phrase]'.")
log_game("[key_name(owner)] was hypnotized with the phrase '[hypnotic_phrase]'.")
to_chat(owner, "<span class='reallybig hypnophrase'>[hypnotic_phrase]</span>")
to_chat(owner, "<span class='notice'>[pick("You feel your thoughts focusing on this phrase... you can't seem to get it out of your head.",\
"Your head hurts, but this is all you can think of. It must be vitally important.",\
"You feel a part of your mind repeating this over and over. You need to follow these words.",\
"Something about this sounds... right, for some reason. You feel like you should follow these words.",\
"These words keep echoing in your mind. You find yourself completely fascinated by them.")]</span>")
if(!HAS_TRAIT(owner, "hypnotherapy"))
to_chat(owner, "<span class='boldwarning'>You've been hypnotized by this sentence. You must follow these words. If it isn't a clear order, you can freely interpret how to do so,\
as long as you act like the words are your highest priority.</span>")
else
to_chat(owner, "<span class='boldwarning'>You've been hypnotized by this sentence. You feel an incredible desire to follow these words, but are able to resist it somewhat. If it isn't a clear order, you can freely interpret how to do so,\
however this does not take precedence over your other objectives.</span>")
..()
/datum/brain_trauma/hypnosis/on_lose()
message_admins("[ADMIN_LOOKUPFLW(owner)] is no longer hypnotized with the phrase '[hypnotic_phrase]'.")
log_game("[key_name(owner)] is no longer hypnotized with the phrase '[hypnotic_phrase]'.")
to_chat(owner, "<span class='userdanger'>You suddenly snap out of your fixation. The phrase '[hypnotic_phrase]' no longer feels important to you.</span>")
..()
/datum/brain_trauma/hypnosis/on_life()
..()
if(prob(2))
switch(rand(1,2))
if(1)
to_chat(owner, "<i>...[lowertext(hypnotic_phrase)]...</i>")
if(2)
new /datum/hallucination/chat(owner, TRUE, FALSE, "<span class='hypnophrase'>[hypnotic_phrase]</span>")
/datum/brain_trauma/hypnosis/on_hear(message, speaker, message_language, raw_message, radio_freq)
message = target_phrase.Replace(message, "<span class='hypnophrase'>$1</span>")
return message
+6
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@@ -31,6 +31,8 @@
/datum/brain_trauma/mild/phobia/on_life()
..()
if(HAS_TRAIT(owner, TRAIT_FEARLESS))
return
if(is_blind(owner))
return
if(world.time > next_check && world.time > next_scare)
@@ -70,6 +72,8 @@
/datum/brain_trauma/mild/phobia/on_hear(message, speaker, message_language, raw_message, radio_freq)
if(!owner.can_hear() || world.time < next_scare) //words can't trigger you if you can't hear them *taps head*
return message
if(HAS_TRAIT(owner, TRAIT_FEARLESS))
return message
for(var/word in trigger_words)
var/reg = regex("(\\b|\\A)[REGEX_QUOTE(word)]'?s*(\\b|\\Z)", "i")
@@ -79,6 +83,8 @@
return message
/datum/brain_trauma/mild/phobia/handle_speech(datum/source, list/speech_args)
if(HAS_TRAIT(owner, TRAIT_FEARLESS))
return
for(var/word in trigger_words)
var/reg = regex("(\\b|\\A)[REGEX_QUOTE(word)]'?s*(\\b|\\Z)", "i")
+17
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@@ -254,3 +254,20 @@
/datum/brain_trauma/severe/pacifism/on_lose()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
//ported from TG
/datum/brain_trauma/severe/hypnotic_stupor
name = "Hypnotic Stupor"
desc = "Patient is prone to episodes of extreme stupor that leaves them extremely suggestible."
scan_desc = "oneiric feedback loop"
gain_text = "<span class='warning'>You feel somewhat dazed.</span>"
lose_text = "<span class='notice'>You feel like a fog was lifted from your mind.</span>"
/datum/brain_trauma/severe/hypnotic_stupor/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
..()
owner.remove_status_effect(/datum/status_effect/trance)
/datum/brain_trauma/severe/hypnotic_stupor/on_life()
..()
if(prob(1) && !owner.has_status_effect(/datum/status_effect/trance))
owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
+60 -1
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@@ -6,6 +6,7 @@
var/sanity = 100 //Current sanity
var/shown_mood //Shown happiness, this is what others can see when they try to examine you, prevents antag checking by noticing traitors are always very happy.
var/mood_level = 5 //To track what stage of moodies they're on
var/sanity_level = 5 //To track what stage of sanity they're on
var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
var/datum/mood_event/list/mood_events = list()
var/insanity_effect = 0 //is the owner being punished for low mood? If so, how much?
@@ -118,6 +119,8 @@
if(owner.client && owner.hud_used)
if(sanity < 25)
screen_obj.icon_state = "mood_insane"
else if (owner.has_status_effect(/datum/status_effect/chem/enthrall))//Fermichem enthral chem, maybe change?
screen_obj.icon_state = "mood_entrance"
else
screen_obj.icon_state = "mood[mood_level]"
@@ -163,6 +166,58 @@
HandleNutrition(owner)
/datum/component/mood/proc/setSanity(amount, minimum=SANITY_INSANE, maximum=SANITY_NEUTRAL)//I'm sure bunging this in here will have no negative repercussions.
var/mob/living/master = parent
if(amount == sanity)
return
// If we're out of the acceptable minimum-maximum range move back towards it in steps of 0.5
// If the new amount would move towards the acceptable range faster then use it instead
if(sanity < minimum && amount < sanity + 0.5)
amount = sanity + 0.5
else if(sanity > maximum && amount > sanity - 0.5)
amount = sanity - 0.5
// Disturbed stops you from getting any more sane
if(HAS_TRAIT(master, TRAIT_UNSTABLE))
sanity = min(amount,sanity)
else
sanity = amount
switch(sanity)
if(SANITY_INSANE to SANITY_CRAZY)
setInsanityEffect(MAJOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1.5) //Did we change something ? movetypes is runtiming, movetypes=(~FLYING))
sanity_level = 6
if(SANITY_CRAZY to SANITY_UNSTABLE)
setInsanityEffect(MINOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1)//, movetypes=(~FLYING))
sanity_level = 5
if(SANITY_UNSTABLE to SANITY_DISTURBED)
setInsanityEffect(0)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=0.5)//, movetypes=(~FLYING))
sanity_level = 4
if(SANITY_DISTURBED to SANITY_NEUTRAL)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
sanity_level = 3
if(SANITY_NEUTRAL+1 to SANITY_GREAT+1) //shitty hack but +1 to prevent it from responding to super small differences
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
sanity_level = 2
if(SANITY_GREAT+1 to INFINITY)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
sanity_level = 1
//update_mood_icon()
/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
if(newval == insanity_effect)
return
var/mob/living/master = parent
master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
insanity_effect = newval
/datum/component/mood/proc/DecreaseSanity(amount, minimum = SANITY_INSANE)
if(sanity < minimum) //This might make KevinZ stop fucking pinging me.
IncreaseSanity(0.5)
@@ -175,6 +230,10 @@
insanity_effect = (MINOR_INSANITY_PEN)
/datum/component/mood/proc/IncreaseSanity(amount, maximum = SANITY_NEUTRAL)
// Disturbed stops you from getting any more sane - I'm just gonna bung this in here
var/mob/living/owner = parent
if(HAS_TRAIT(owner, TRAIT_UNSTABLE))
return
if(sanity > maximum)
DecreaseSanity(0.5) //Removes some sanity to go back to our current limit.
else
@@ -195,7 +254,7 @@
if(the_event.timeout)
addtimer(CALLBACK(src, .proc/clear_event, null, category), the_event.timeout, TIMER_UNIQUE|TIMER_OVERRIDE)
return 0 //Don't have to update the event.
the_event = new type(src, param)
the_event = new type(src, param)//This causes a runtime for some reason, was this me? No - there's an event floating around missing a definition.
mood_events[category] = the_event
update_mood()
@@ -44,7 +44,7 @@ Bonus
if(4, 5)
M.adjustOxyLoss(-7, 0)
M.losebreath = max(0, M.losebreath - 4)
if(regenerate_blood && M.blood_volume < BLOOD_VOLUME_NORMAL)
if(regenerate_blood && M.blood_volume < (BLOOD_VOLUME_NORMAL * M.blood_ratio))
M.blood_volume += 1
else
if(prob(base_message_chance))
+1 -1
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@@ -96,4 +96,4 @@
/datum/looping_sound/proc/on_stop()
if(end_sound)
play(end_sound)
play(end_sound)
+5 -5
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@@ -6,24 +6,24 @@
/datum/mood_event/quality_nice
description = "<span class='nicegreen'>That drink wasn't bad at all.</span>\n"
mood_change = 1
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/quality_good
description = "<span class='nicegreen'>That drink was pretty good.</span>\n"
mood_change = 2
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/quality_verygood
description = "<span class='nicegreen'>That drink was great!</span>\n"
mood_change = 3
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/quality_fantastic
description = "<span class='nicegreen'>That drink was amazing!</span>\n"
mood_change = 4
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/amazingtaste
description = "<span class='nicegreen'>Amazing taste!</span>\n"
mood_change = 50
mood_change = 50 //Is this not really high..?
timeout = 10 MINUTES
+16
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@@ -37,3 +37,19 @@
/datum/mood_event/withdrawal_critical/add_effects(drug_name)
description = "<span class='boldwarning'>[drug_name]! [drug_name]! [drug_name]!</span>\n"
/datum/mood_event/happiness_drug
description = "<span class='nicegreen'>I can't feel anything and I never want this to end.</span>\n"
mood_change = 10
/datum/mood_event/happiness_drug_good_od
description = "<span class='nicegreen'>YES! YES!! YES!!!</span>\n"
mood_change = 20
timeout = 300
//special_screen_obj = "mood_happiness_good" Originally in tg, but I personally think they look dumb
/datum/mood_event/happiness_drug_bad_od
description = "<span class='boldwarning'>NO! NO!! NO!!!</span>\n"
mood_change = -20
timeout = 300
//special_screen_obj = "mood_happiness_bad" Originally in tg
@@ -1,3 +1,5 @@
/datum/mood_event/handcuffed
description = "<span class='warning'>I guess my antics have finally caught up with me.</span>\n"
mood_change = -1
@@ -17,7 +19,7 @@
/datum/mood_event/burnt_thumb
description = "<span class='warning'>I shouldn't play with lighters...</span>\n"
mood_change = -1
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/cold
description = "<span class='warning'>It's way too cold in here.</span>\n"
@@ -30,17 +32,17 @@
/datum/mood_event/creampie
description = "<span class='warning'>I've been creamed. Tastes like pie flavor.</span>\n"
mood_change = -2
timeout = 1800
timeout = 3 MINUTES
/datum/mood_event/slipped
description = "<span class='warning'>I slipped. I should be more careful next time...</span>\n"
mood_change = -2
timeout = 1800
timeout = 3 MINUTES
/datum/mood_event/eye_stab
description = "<span class='boldwarning'>I used to be an adventurer like you, until I took a screwdriver to the eye.</span>\n"
mood_change = -4
timeout = 1800
timeout = 3 MINUTES
/datum/mood_event/delam //SM delamination
description = "<span class='boldwarning'>Those God damn engineers can't do anything right...</span>\n"
@@ -50,12 +52,12 @@
/datum/mood_event/depression
description = "<span class='warning'>I feel sad for no particular reason.</span>\n"
mood_change = -9
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/shameful_suicide //suicide_acts that return SHAME, like sord
description = "<span class='boldwarning'>I can't even end it all!</span>\n"
mood_change = -10
timeout = 600
timeout = 1 MINUTES
/datum/mood_event/dismembered
description = "<span class='boldwarning'>AHH! I WAS USING THAT LIMB!</span>\n"
@@ -69,7 +71,7 @@
/datum/mood_event/tased
description = "<span class='warning'>There's no \"z\" in \"taser\". It's in the zap.</span>\n"
mood_change = -3
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/embedded
description = "<span class='boldwarning'>Pull it out!</span>\n"
@@ -78,7 +80,7 @@
/datum/mood_event/table
description = "<span class='warning'>Someone threw me on a table!</span>\n"
mood_change = -2
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/table/add_effects()
if(ishuman(owner))
@@ -117,6 +119,30 @@
description = "<span class='warning'>I'm missing my family heirloom...</span>\n"
mood_change = -4
/datum/mood_event/healsbadman
description = "<span class='warning'>I feel a lot better, but wow that was disgusting.</span>\n"
mood_change = -4
timeout = 2 MINUTES
/datum/mood_event/jittery
description = "<span class='warning'>I'm nervous and on edge and I can't stand still!!</span>\n"
mood_change = -2
/datum/mood_event/vomit
description = "<span class='warning'>I just threw up. Gross.</span>\n"
mood_change = -2
timeout = 2 MINUTES
/datum/mood_event/vomitself
description = "<span class='warning'>I just threw up all over myself. This is disgusting.</span>\n"
mood_change = -4
timeout = 3 MINUTES
/datum/mood_event/painful_medicine
description = "<span class='warning'>Medicine may be good for me but right now it stings like hell.</span>\n"
mood_change = -5
timeout = 1 MINUTES
/datum/mood_event/loud_gong
description = "<span class='warning'>That loud gong noise really hurt my ears!</span>\n"
mood_change = -3
@@ -1,7 +1,7 @@
/datum/mood_event/hug
description = "<span class='nicegreen'>Hugs are nice.</span>\n"
mood_change = 1
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/arcade
description = "<span class='nicegreen'>I beat the arcade game!</span>\n"
@@ -50,7 +50,7 @@
/datum/mood_event/jolly
description = "<span class='nicegreen'>I feel happy for no particular reason.</span>\n"
mood_change = 6
timeout = 1200
timeout = 2 MINUTES
/datum/mood_event/focused
description = "<span class='nicegreen'>I have a goal, and I will reach it, whatever it takes!</span>\n" //Used for syndies, nukeops etc so they can focus on their goals
@@ -76,6 +76,20 @@
mood_change = 3
timeout = 600
/datum/mood_event/chemical_euphoria
description = "<span class='nicegreen'>Heh...hehehe...hehe...</span>\n"
mood_change = 4
/datum/mood_event/chemical_laughter
description = "<span class='nicegreen'>Laughter really is the best medicine! Or is it?</span>\n"
mood_change = 4
timeout = 3 MINUTES
/datum/mood_event/chemical_superlaughter
description = "<span class='nicegreen'>*WHEEZE*</span>\n"
mood_change = 12
timeout = 3 MINUTES
/datum/mood_event/betterhug
description = "<span class='nicegreen'>Someone was very nice to me.</span>\n"
mood_change = 3
@@ -94,8 +108,8 @@
/datum/mood_event/happy_empath
description = "<span class='warning'>Someone seems happy!</span>\n"
mood_change = 2
mood_change = 3
timeout = 600
/datum/mood_event/happy_empath/add_effects(var/mob/happytarget)
description = "<span class='warning'>[happytarget.name]'s happiness is infectious!</span>\n"
description = "<span class='nicegreen'>[happytarget.name]'s happiness is infectious!</span>\n"
+1 -1
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@@ -59,4 +59,4 @@
/datum/mood_event/nice_shower
description = "<span class='nicegreen'>I have recently had a nice shower.</span>\n"
mood_change = 2
timeout = 1800
timeout = 3 MINUTES
+98
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@@ -507,3 +507,101 @@
desc = "Your body is covered in blue ichor! You can't be revived by vitality matrices."
icon_state = "ichorial_stain"
alerttooltipstyle = "clockcult"
datum/status_effect/pacify
id = "pacify"
status_type = STATUS_EFFECT_REPLACE
tick_interval = 1
duration = 100
alert_type = null
/datum/status_effect/pacify/on_creation(mob/living/new_owner, set_duration)
if(isnum(set_duration))
duration = set_duration
. = ..()
/datum/status_effect/pacify/on_apply()
ADD_TRAIT(owner, TRAIT_PACIFISM, "status_effect")
return ..()
/datum/status_effect/pacify/on_remove()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, "status_effect")
/datum/status_effect/trance
id = "trance"
status_type = STATUS_EFFECT_UNIQUE
duration = 300
tick_interval = 10
examine_text = "<span class='warning'>SUBJECTPRONOUN seems slow and unfocused.</span>"
var/stun = TRUE
var/triggered = FALSE
alert_type = null
/obj/screen/alert/status_effect/trance
name = "Trance"
desc = "Everything feels so distant, and you can feel your thoughts forming loops inside your head..."
icon_state = "high"
/datum/status_effect/trance/tick()
if(HAS_TRAIT(owner, "hypnotherapy"))
if(triggered == TRUE)
UnregisterSignal(owner, COMSIG_MOVABLE_HEAR)
RegisterSignal(owner, COMSIG_MOVABLE_HEAR, .proc/hypnotize)
ADD_TRAIT(owner, TRAIT_MUTE, "trance")
if(!owner.has_quirk(/datum/quirk/monochromatic))
owner.add_client_colour(/datum/client_colour/monochrome)
to_chat(owner, "<span class='warning'>[pick("You feel your thoughts slow down...", "You suddenly feel extremely dizzy...", "You feel like you're in the middle of a dream...","You feel incredibly relaxed...")]</span>")
triggered = FALSE
else
return
if(stun)
owner.Stun(60, TRUE, TRUE)
owner.dizziness = 20
/datum/status_effect/trance/on_apply()
if(!iscarbon(owner))
return FALSE
if(HAS_TRAIT(owner, "hypnotherapy"))
RegisterSignal(owner, COMSIG_MOVABLE_HEAR, .proc/listen)
return TRUE
alert_type = /obj/screen/alert/status_effect/trance
RegisterSignal(owner, COMSIG_MOVABLE_HEAR, .proc/hypnotize)
ADD_TRAIT(owner, TRAIT_MUTE, "trance")
if(!owner.has_quirk(/datum/quirk/monochromatic))
owner.add_client_colour(/datum/client_colour/monochrome)
owner.visible_message("[stun ? "<span class='warning'>[owner] stands still as [owner.p_their()] eyes seem to focus on a distant point.</span>" : ""]", \
"<span class='warning'>[pick("You feel your thoughts slow down...", "You suddenly feel extremely dizzy...", "You feel like you're in the middle of a dream...","You feel incredibly relaxed...")]</span>")
return TRUE
/datum/status_effect/trance/on_creation(mob/living/new_owner, _duration, _stun = TRUE, source_quirk = FALSE)//hypnoquirk makes no visible message, prevents self antag messages, and places phrase below objectives.
duration = _duration
stun = _stun
if(source_quirk == FALSE && HAS_TRAIT(owner, "hypnotherapy"))
REMOVE_TRAIT(owner, "hypnotherapy", ROUNDSTART_TRAIT)
return ..()
/datum/status_effect/trance/on_remove()
UnregisterSignal(owner, COMSIG_MOVABLE_HEAR)
REMOVE_TRAIT(owner, TRAIT_MUTE, "trance")
owner.dizziness = 0
if(!owner.has_quirk(/datum/quirk/monochromatic))
owner.remove_client_colour(/datum/client_colour/monochrome)
to_chat(owner, "<span class='warning'>You snap out of your trance!</span>")
/datum/status_effect/trance/proc/listen(datum/source, message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
to_chat(owner, "<span class='notice'><i>[speaker] accidentally sets off your implanted trigger, sending you into a hypnotic daze!</i></span>")
triggered = TRUE
/datum/status_effect/trance/proc/hypnotize(datum/source, message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
if(!owner.can_hear())
return
if(speaker == owner)
return
var/mob/living/carbon/C = owner
C.cure_trauma_type(/datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY) //clear previous hypnosis
if(HAS_TRAIT(C, "hypnotherapy"))
addtimer(CALLBACK(C, /mob/living/carbon.proc/gain_trauma, /datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY, raw_message, TRUE), 10)
else
addtimer(CALLBACK(C, /mob/living/carbon.proc/gain_trauma, /datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY, raw_message), 10)
addtimer(CALLBACK(C, /mob/living.proc/Stun, 60, TRUE, TRUE), 15) //Take some time to think about it
qdel(src)
+17
View File
@@ -186,3 +186,20 @@
var/obj/item/autosurgeon/gloweyes/gloweyes = new(get_turf(H))
H.equip_to_slot(gloweyes, SLOT_IN_BACKPACK)
H.regenerate_icons()
/datum/quirk/bloodpressure
name = "Polycythemia vera"
desc = "You've a treated form of Polycythemia vera that increases the total blood volume inside of you as well as the rate of replenishment!"
value = 2 //I honeslty dunno if this is a good trait? I just means you use more of medbays blood and make janitors madder, but you also regen blood a lil faster.
mob_trait = TRAIT_HIGH_BLOOD
gain_text = "<span class='notice'>You feel full of blood!</span>"
lose_text = "<span class='notice'>You feel like your blood pressure went down.</span>"
/datum/quirk/bloodpressure/add()
var/mob/living/M = quirk_holder
M.blood_ratio = 1.2
M.blood_volume += 150
/datum/quirk/bloodpressure/remove()
var/mob/living/M = quirk_holder
M.blood_ratio = 1
+9
View File
@@ -354,3 +354,12 @@
if(quirk_holder.mind && LAZYLEN(quirk_holder.mind.antag_datums))
to_chat(quirk_holder, "<span class='boldannounce'>Your antagonistic nature has caused your voice to be heard.</span>")
qdel(src)
/datum/quirk/unstable
name = "Unstable"
desc = "Due to past troubles, you are unable to recover your sanity if you lose it. Be very careful managing your mood!"
value = -2
mob_trait = TRAIT_UNSTABLE
gain_text = "<span class='danger'>There's a lot on your mind right now.</span>"
lose_text = "<span class='notice'>Your mind finally feels calm.</span>"
medical_record_text = "Patient's mind is in a vulnerable state, and cannot recover from traumatic events."