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GS13NG/code/datums/diseases/advance/symptoms/heal.dm
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/datum/symptom/heal
name = "Basic Healing (does nothing)" //warning for adminspawn viruses
stealth = 1
resistance = -4
stage_speed = -4
transmittable = -4
level = 0 //not obtainable
base_message_chance = 20 //here used for the overlays
symptom_delay_min = 1
symptom_delay_max = 1
var/hide_healing = FALSE
/datum/symptom/heal/Start(datum/disease/advance/A)
..()
if(A.properties["stealth"] >= 4) //invisible healing
hide_healing = TRUE
if(A.properties["stage_rate"] >= 6) //stronger healing
power = 2
if(A.properties["stage_rate"] >= 11) //even stronger healing
power = 3
/datum/symptom/heal/Activate(datum/disease/advance/A)
if(!..())
return
//100% chance to activate for slow but consistent healing
var/mob/living/M = A.affected_mob
switch(A.stage)
if(4, 5)
Heal(M, A)
return
/datum/symptom/heal/proc/Heal(mob/living/M, datum/disease/advance/A)
return 1
/*
//////////////////////////////////////
Toxin Filter
Little bit hidden.
Lowers resistance tremendously.
Decreases stage speed tremendously.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Heals toxins in the affected mob's blood stream.
//////////////////////////////////////
*/
/datum/symptom/heal/toxin
name = "Toxic Filter"
stealth = 1
resistance = -4
stage_speed = -4
transmittable = -4
level = 6
/datum/symptom/heal/toxin/Heal(mob/living/M, datum/disease/advance/A)
var/heal_amt = 1 * power
if(M.toxloss > 0 && prob(base_message_chance) && !hide_healing)
new /obj/effect/temp_visual/heal(get_turf(M), "#66FF99")
M.adjustToxLoss(-heal_amt)
return 1
/*
//////////////////////////////////////
Apoptosis
Lowers resistance.
Decreases stage speed.
Decreases transmittablity.
Bonus
Heals toxins in the affected mob's blood stream faster.
//////////////////////////////////////
*/
/datum/symptom/heal/toxin/plus
name = "Apoptoxin filter"
stealth = 0
resistance = -2
stage_speed = -2
transmittable = -2
level = 8
/datum/symptom/heal/toxin/plus/Heal(mob/living/M, datum/disease/advance/A)
var/heal_amt = 2 * power
if(M.toxloss > 0 && prob(base_message_chance) && !hide_healing)
new /obj/effect/temp_visual/heal(get_turf(M), "#00FF00")
M.adjustToxLoss(-heal_amt)
return 1
/*
//////////////////////////////////////
Regeneration
Little bit hidden.
Lowers resistance tremendously.
Decreases stage speed tremendously.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Heals brute damage slowly over time.
//////////////////////////////////////
*/
/datum/symptom/heal/brute
name = "Regeneration"
stealth = 1
resistance = -4
stage_speed = -4
transmittable = -4
level = 6
/datum/symptom/heal/brute/Heal(mob/living/carbon/M, datum/disease/advance/A)
var/heal_amt = 2 * power
var/list/parts = M.get_damaged_bodyparts(1,1) //1,1 because it needs inputs.
if(!parts.len)
return
for(var/obj/item/bodypart/L in parts)
if(L.heal_damage(heal_amt/parts.len, 0))
M.update_damage_overlays()
if(prob(base_message_chance) && !hide_healing)
new /obj/effect/temp_visual/heal(get_turf(M), "#FF3333")
return 1
/*
//////////////////////////////////////
Flesh Mending
No resistance change.
Decreases stage speed.
Decreases transmittablity.
Fatal Level.
Bonus
Heals brute damage over time. Turns cloneloss into burn damage.
//////////////////////////////////////
*/
/datum/symptom/heal/brute/plus
name = "Flesh Mending"
stealth = 0
resistance = 0
stage_speed = -2
transmittable = -2
level = 8
/datum/symptom/heal/brute/plus/Heal(mob/living/carbon/M, datum/disease/advance/A)
var/heal_amt = 4 * power
var/list/parts = M.get_damaged_bodyparts(1,1) //1,1 because it needs inputs.
if(M.getCloneLoss() > 0)
M.adjustCloneLoss(-1)
M.take_bodypart_damage(0, 1) //Deals BURN damage, which is not cured by this symptom
if(!hide_healing)
new /obj/effect/temp_visual/heal(get_turf(M), "#33FFCC")
if(!parts.len)
return
for(var/obj/item/bodypart/L in parts)
if(L.heal_damage(heal_amt/parts.len, 0))
M.update_damage_overlays()
if(prob(base_message_chance) && !hide_healing)
new /obj/effect/temp_visual/heal(get_turf(M), "#CC1100")
return 1
/*
//////////////////////////////////////
Tissue Regrowth
Little bit hidden.
Lowers resistance tremendously.
Decreases stage speed tremendously.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Heals burn damage slowly over time.
//////////////////////////////////////
*/
/datum/symptom/heal/burn
name = "Tissue Regrowth"
stealth = 1
resistance = -4
stage_speed = -4
transmittable = -4
level = 6
/datum/symptom/heal/burn/Heal(mob/living/carbon/M, datum/disease/advance/A)
var/heal_amt = 2 * power
var/list/parts = M.get_damaged_bodyparts(1,1) //1,1 because it needs inputs.
if(!parts.len)
return
for(var/obj/item/bodypart/L in parts)
if(L.heal_damage(0, heal_amt/parts.len))
M.update_damage_overlays()
if(prob(base_message_chance) && !hide_healing)
new /obj/effect/temp_visual/heal(get_turf(M), "#FF9933")
return 1
/*
//////////////////////////////////////
Heat Resistance //Needs a better name
No resistance change.
Decreases stage speed.
Decreases transmittablity.
Fatal Level.
Bonus
Heals burn damage over time, and helps stabilize body temperature.
//////////////////////////////////////
*/
/datum/symptom/heal/burn/plus
name = "Heat Resistance"
stealth = 0
resistance = 0
stage_speed = -2
transmittable = -2
level = 8
/datum/symptom/heal/burn/plus/Heal(mob/living/carbon/M, datum/disease/advance/A)
var/heal_amt = 4 * power
var/list/parts = M.get_damaged_bodyparts(1,1) //1,1 because it needs inputs.
if(M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature - (10 * heal_amt * TEMPERATURE_DAMAGE_COEFFICIENT))
else if(M.bodytemperature < 311)
M.bodytemperature = min(310, M.bodytemperature + (10 * heal_amt * TEMPERATURE_DAMAGE_COEFFICIENT))
if(!parts.len)
return
for(var/obj/item/bodypart/L in parts)
if(L.heal_damage(0, heal_amt/parts.len))
M.update_damage_overlays()
if(prob(base_message_chance) && !hide_healing)
new /obj/effect/temp_visual/heal(get_turf(M), "#CC6600")
return 1
/*
//////////////////////////////////////
DNA Restoration
Not well hidden.
Lowers resistance minorly.
Does not affect stage speed.
Decreases transmittablity greatly.
Very high level.
Bonus
Heals brain damage, treats radiation, cleans SE of non-power mutations.
//////////////////////////////////////
*/
/datum/symptom/heal/dna
name = "Deoxyribonucleic Acid Restoration"
stealth = -1
resistance = -1
stage_speed = 0
transmittable = -3
level = 5
symptom_delay_min = 3
symptom_delay_max = 8
/datum/symptom/heal/dna/Heal(mob/living/carbon/M, datum/disease/advance/A)
var/amt_healed = 2 * power
M.adjustBrainLoss(-amt_healed)
//Non-power mutations, excluding race, so the virus does not force monkey -> human transformations.
var/list/unclean_mutations = (GLOB.not_good_mutations|GLOB.bad_mutations) - GLOB.mutations_list[RACEMUT]
M.dna.remove_mutation_group(unclean_mutations)
M.radiation = max(M.radiation - (2 * amt_healed), 0)
return 1