/obj/effect/proc_holder/changeling/resonant_shriek name = "Resonant Shriek" desc = "Our lungs and vocal chords shift, allowing us to briefly emit a noise that deafens and confuses the weak-minded." helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors." chemical_cost = 20 dna_cost = 1 req_human = 1 //A flashy ability, good for crowd control and sewing chaos. /obj/effect/proc_holder/changeling/resonant_shriek/sting_action(mob/user) for(var/mob/living/M in get_hearers_in_view(4, user)) if(iscarbon(M)) var/mob/living/carbon/C = M if(!C.mind || !C.mind.changeling) C.adjustEarDamage(0, 30) C.confused += 25 C.Jitter(50) else C << sound('sound/effects/screech.ogg') if(issilicon(M)) M << sound('sound/weapons/flash.ogg') M.Weaken(rand(5,10)) for(var/obj/machinery/light/L in range(4, user)) L.on = 1 L.break_light_tube() return TRUE /obj/effect/proc_holder/changeling/dissonant_shriek name = "Dissonant Shriek" desc = "We shift our vocal cords to release a high-frequency sound that overloads nearby electronics." chemical_cost = 20 dna_cost = 1 //A flashy ability, good for crowd control and sewing chaos. /obj/effect/proc_holder/changeling/dissonant_shriek/sting_action(mob/user) for(var/obj/machinery/light/L in range(5, usr)) L.on = 1 L.break_light_tube() empulse(get_turf(user), 2, 5, 1) return TRUE