diff --git a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm index 036d8193fb..751f5faa94 100644 --- a/code/datums/status_effects/debuffs.dm +++ b/code/datums/status_effects/debuffs.dm @@ -99,10 +99,12 @@ id = "Mesmerize" alert_type = /obj/screen/alert/status_effect/mesmerized -/datum/status_effect/no_combat_mode/mesmerize/on_apply() +/datum/status_effect/no_combat_mode/mesmerize/on_creation(mob/living/new_owner, set_duration) + . = ..() ADD_TRAIT(owner, TRAIT_MUTE, "mesmerize") /datum/status_effect/no_combat_mode/mesmerize/on_remove() + . = ..() REMOVE_TRAIT(owner, TRAIT_MUTE, "mesmerize") /obj/screen/alert/status_effect/mesmerized diff --git a/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm b/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm index 7962c7d403..2fe7115d98 100644 --- a/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm +++ b/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm @@ -91,7 +91,7 @@ target.Stun(40) //Utterly useless without this, its okay since there are so many checks to go through target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 45) //So you cant rotate with combat mode, plus fancy status alert - if(do_mob(user, target, 40, 0, TRUE, extra_checks=CALLBACK(src, .proc/ContinueActive, user, target))) + if(do_mob(user, target, 40, 0, TRUE, extra_checks = CALLBACK(src, .proc/ContinueActive, user, target))) PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN! var/power_time = 90 + level_current * 12 target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time + 80)