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debuffs.dm
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debuffs.dm
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#define TRAIT_STATUS_EFFECT(effect_id) "[effect_id]-trait"
//Largely negative status effects go here, even if they have small benificial effects
//STUN EFFECTS
/datum/status_effect/incapacitating
tick_interval = 0
status_type = STATUS_EFFECT_REPLACE
alert_type = null
var/needs_update_stat = FALSE
/datum/status_effect/incapacitating/on_creation(mob/living/new_owner, set_duration, updating_canmove)
if(isnum(set_duration))
duration = set_duration
. = ..()
if(.)
if(updating_canmove)
owner.update_mobility()
if(needs_update_stat || issilicon(owner))
owner.update_stat()
/datum/status_effect/incapacitating/on_remove()
owner.update_mobility()
if(needs_update_stat || issilicon(owner)) //silicons need stat updates in addition to normal canmove updates
owner.update_stat()
return ..()
//STUN
/datum/status_effect/incapacitating/stun
id = "stun"
/datum/status_effect/incapacitating/stun/on_apply()
. = ..()
if(!.)
return
ADD_TRAIT(owner, TRAIT_INCAPACITATED, TRAIT_STATUS_EFFECT(id))
/datum/status_effect/incapacitating/stun/on_remove()
REMOVE_TRAIT(owner, TRAIT_INCAPACITATED, TRAIT_STATUS_EFFECT(id))
return ..()
//KNOCKDOWN
/datum/status_effect/incapacitating/knockdown
id = "knockdown"
//IMMOBILIZED
/datum/status_effect/incapacitating/immobilized
id = "immobilized"
/datum/status_effect/incapacitating/paralyzed
id = "paralyzed"
/datum/status_effect/incapacitating/paralyzed/on_apply()
. = ..()
if(!.)
return
ADD_TRAIT(owner, TRAIT_INCAPACITATED, TRAIT_STATUS_EFFECT(id))
/datum/status_effect/incapacitating/paralyzed/on_remove()
REMOVE_TRAIT(owner, TRAIT_INCAPACITATED, TRAIT_STATUS_EFFECT(id))
return ..()
//UNCONSCIOUS
/datum/status_effect/incapacitating/unconscious
id = "unconscious"
needs_update_stat = TRUE
/datum/status_effect/incapacitating/unconscious/on_apply()
. = ..()
if(!.)
return
ADD_TRAIT(owner, TRAIT_KNOCKEDOUT, TRAIT_STATUS_EFFECT(id))
/datum/status_effect/incapacitating/unconscious/on_remove()
REMOVE_TRAIT(owner, TRAIT_KNOCKEDOUT, TRAIT_STATUS_EFFECT(id))
return ..()
/datum/status_effect/incapacitating/unconscious/tick()
if(owner.getStaminaLoss())
owner.adjustStaminaLoss(-0.3) //reduce stamina loss by 0.3 per tick, 6 per 2 seconds
//SLEEPING
/datum/status_effect/incapacitating/sleeping
id = "sleeping"
alert_type = /obj/screen/alert/status_effect/asleep
needs_update_stat = TRUE
var/mob/living/carbon/carbon_owner
var/mob/living/carbon/human/human_owner
/datum/status_effect/incapacitating/sleeping/on_creation(mob/living/new_owner, updating_canmove)
. = ..()
if(.)
if(iscarbon(owner)) //to avoid repeated istypes
carbon_owner = owner
if(ishuman(owner))
human_owner = owner
/datum/status_effect/incapacitating/sleeping/Destroy()
carbon_owner = null
human_owner = null
return ..()
/datum/status_effect/incapacitating/sleeping/on_apply()
. = ..()
if(!.)
return
ADD_TRAIT(owner, TRAIT_KNOCKEDOUT, TRAIT_STATUS_EFFECT(id))
/datum/status_effect/incapacitating/sleeping/on_remove()
REMOVE_TRAIT(owner, TRAIT_KNOCKEDOUT, TRAIT_STATUS_EFFECT(id))
return ..()
/datum/status_effect/incapacitating/sleeping/tick()
if(owner.maxHealth)
var/health_ratio = owner.health / owner.maxHealth
var/healing = -0.2
if((locate(/obj/structure/bed) in owner.loc))
healing -= 0.3
else if((locate(/obj/structure/table) in owner.loc))
healing -= 0.1
for(var/obj/item/bedsheet/bedsheet in range(owner.loc,0))
if(bedsheet.loc != owner.loc) //bedsheets in your backpack/neck don't give you comfort
continue
healing -= 0.1
break //Only count the first bedsheet
if(health_ratio > 0.8)
owner.adjustBruteLoss(healing)
owner.adjustFireLoss(healing)
owner.adjustToxLoss(healing * 0.5, TRUE, TRUE)
owner.adjustStaminaLoss(healing)
if(human_owner && human_owner.drunkenness)
human_owner.drunkenness *= 0.997 //reduce drunkenness by 0.3% per tick, 6% per 2 seconds
if(prob(20))
if(carbon_owner)
carbon_owner.handle_dreams()
if(prob(10) && owner.health > owner.crit_threshold)
owner.emote("snore")
/obj/screen/alert/status_effect/asleep
name = "Asleep"
desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
icon_state = "asleep"
//STASIS
/datum/status_effect/grouped/stasis
id = "stasis"
duration = -1
tick_interval = 10
alert_type = /obj/screen/alert/status_effect/stasis
var/last_dead_time
/datum/status_effect/grouped/stasis/proc/update_time_of_death()
if(last_dead_time)
var/delta = world.time - last_dead_time
var/new_timeofdeath = owner.timeofdeath + delta
owner.timeofdeath = new_timeofdeath
owner.tod = station_time_timestamp(wtime=new_timeofdeath)
last_dead_time = null
if(owner.stat == DEAD)
last_dead_time = world.time
/datum/status_effect/grouped/stasis/on_creation(mob/living/new_owner, set_duration, updating_canmove)
. = ..()
if(.)
update_time_of_death()
owner.reagents?.end_metabolization(owner, FALSE)
owner.update_mobility()
/datum/status_effect/grouped/stasis/tick()
update_time_of_death()
/datum/status_effect/grouped/stasis/on_remove()
owner.update_mobility()
update_time_of_death()
return ..()
/obj/screen/alert/status_effect/stasis
name = "Stasis"
desc = "Your biological functions have halted. You could live forever this way, but it's pretty boring."
icon_state = "stasis"
//GOLEM GANG
//OTHER DEBUFFS
/datum/status_effect/strandling //get it, strand as in durathread strand + strangling = strandling hahahahahahahahahahhahahaha i want to die
id = "strandling"
status_type = STATUS_EFFECT_UNIQUE
alert_type = /obj/screen/alert/status_effect/strandling
/datum/status_effect/strandling/on_apply()
ADD_TRAIT(owner, TRAIT_MAGIC_CHOKE, "dumbmoron")
return ..()
/datum/status_effect/strandling/on_remove()
REMOVE_TRAIT(owner, TRAIT_MAGIC_CHOKE, "dumbmoron")
return ..()
/obj/screen/alert/status_effect/strandling
name = "Choking strand"
desc = "A magical strand of Durathread is wrapped around your neck, preventing you from breathing! Click this icon to remove the strand."
icon_state = "his_grace"
alerttooltipstyle = "hisgrace"
/obj/screen/alert/status_effect/strandling/Click(location, control, params)
. = ..()
if(usr != owner)
return
to_chat(owner, "<span class='notice'>You attempt to remove the durathread strand from around your neck.</span>")
if(do_after(owner, 35, null, owner))
if(isliving(owner))
var/mob/living/L = owner
to_chat(owner, "<span class='notice'>You succesfuly remove the durathread strand.</span>")
L.remove_status_effect(STATUS_EFFECT_CHOKINGSTRAND)
//OTHER DEBUFFS
/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/his_wrath //does minor damage over time unless holding His Grace
id = "his_wrath"
duration = -1
tick_interval = 4
alert_type = /obj/screen/alert/status_effect/his_wrath
/obj/screen/alert/status_effect/his_wrath
name = "His Wrath"
desc = "You fled from His Grace instead of feeding Him, and now you suffer."
icon_state = "his_grace"
alerttooltipstyle = "hisgrace"
/datum/status_effect/his_wrath/tick()
for(var/obj/item/his_grace/HG in owner.held_items)
qdel(src)
return
owner.adjustBruteLoss(0.1)
owner.adjustFireLoss(0.1)
owner.adjustToxLoss(0.2, TRUE, TRUE)
/datum/status_effect/cultghost //is a cult ghost and can't use manifest runes
id = "cult_ghost"
duration = -1
alert_type = null
/datum/status_effect/cultghost/on_apply()
owner.see_invisible = SEE_INVISIBLE_OBSERVER
owner.see_in_dark = 2
/datum/status_effect/cultghost/tick()
if(owner.reagents)
owner.reagents.del_reagent(/datum/reagent/water/holywater) //can't be deconverted
/datum/status_effect/crusher_mark
id = "crusher_mark"
duration = 300 //if you leave for 30 seconds you lose the mark, deal with it
status_type = STATUS_EFFECT_REPLACE
alert_type = null
var/mutable_appearance/marked_underlay
var/obj/item/kinetic_crusher/hammer_synced
/datum/status_effect/crusher_mark/on_creation(mob/living/new_owner, obj/item/kinetic_crusher/new_hammer_synced)
. = ..()
if(.)
hammer_synced = new_hammer_synced
/datum/status_effect/crusher_mark/on_apply()
if(owner.mob_size >= MOB_SIZE_LARGE)
marked_underlay = mutable_appearance('icons/effects/effects.dmi', "shield2")
marked_underlay.pixel_x = -owner.pixel_x
marked_underlay.pixel_y = -owner.pixel_y
owner.underlays += marked_underlay
return TRUE
return FALSE
/datum/status_effect/crusher_mark/Destroy()
hammer_synced = null
if(owner)
owner.underlays -= marked_underlay
QDEL_NULL(marked_underlay)
return ..()
/datum/status_effect/crusher_mark/be_replaced()
owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
..()
/datum/status_effect/eldritch
duration = 15 SECONDS
status_type = STATUS_EFFECT_REPLACE
alert_type = null
on_remove_on_mob_delete = TRUE
///underlay used to indicate that someone is marked
var/mutable_appearance/marked_underlay
///path for the underlay
var/effect_sprite = ""
/datum/status_effect/eldritch/on_creation(mob/living/new_owner, ...)
marked_underlay = mutable_appearance('icons/effects/effects.dmi', effect_sprite,BELOW_MOB_LAYER)
return ..()
/datum/status_effect/eldritch/on_apply()
if(owner.mob_size >= MOB_SIZE_HUMAN)
RegisterSignal(owner,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/update_owner_underlay)
owner.update_icon()
return TRUE
return FALSE
/datum/status_effect/eldritch/on_remove()
UnregisterSignal(owner,COMSIG_ATOM_UPDATE_OVERLAYS)
owner.update_icon()
return ..()
/datum/status_effect/eldritch/proc/update_owner_underlay(atom/source, list/overlays)
overlays += marked_underlay
/datum/status_effect/eldritch/Destroy()
QDEL_NULL(marked_underlay)
return ..()
/**
* What happens when this mark gets poppedd
*
* Adds actual functionality to each mark
*/
/datum/status_effect/eldritch/proc/on_effect()
playsound(owner, 'sound/magic/repulse.ogg', 75, TRUE)
qdel(src) //what happens when this is procced.
//Each mark has diffrent effects when it is destroyed that combine with the mansus grasp effect.
/datum/status_effect/eldritch/flesh
id = "flesh_mark"
effect_sprite = "emark1"
/datum/status_effect/eldritch/flesh/on_effect()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
var/obj/item/bodypart/bodypart = pick(H.bodyparts)
var/datum/wound/brute/cut/severe/crit_wound = new
crit_wound.apply_wound(bodypart)
return ..()
/datum/status_effect/eldritch/ash
id = "ash_mark"
effect_sprite = "emark2"
///Dictates how much damage and stamina loss this mark will cause.
var/repetitions = 1
/datum/status_effect/eldritch/ash/on_creation(mob/living/new_owner, _repetition = 5)
. = ..()
repetitions = min(1,_repetition)
/datum/status_effect/eldritch/ash/on_effect()
if(iscarbon(owner))
var/mob/living/carbon/carbon_owner = owner
carbon_owner.adjustStaminaLoss(10 * repetitions)
carbon_owner.adjustFireLoss(5 * repetitions)
for(var/mob/living/carbon/victim in range(1,carbon_owner))
if(IS_HERETIC(victim) || victim == carbon_owner)
continue
victim.apply_status_effect(type,repetitions-1)
break
return ..()
/datum/status_effect/eldritch/rust
id = "rust_mark"
effect_sprite = "emark3"
/datum/status_effect/eldritch/rust/on_effect()
if(!iscarbon(owner))
return
var/mob/living/carbon/carbon_owner = owner
for(var/obj/item/I in carbon_owner.get_all_gear())
//Affects roughly 75% of items
if(!QDELETED(I) && prob(75)) //Just in case
I.take_damage(100)
return ..()
/datum/status_effect/stacking/saw_bleed
id = "saw_bleed"
tick_interval = 6
delay_before_decay = 5
stack_threshold = 10
max_stacks = 10
overlay_file = 'icons/effects/bleed.dmi'
underlay_file = 'icons/effects/bleed.dmi'
overlay_state = "bleed"
underlay_state = "bleed"
var/bleed_damage = 200
/datum/status_effect/stacking/saw_bleed/fadeout_effect()
new /obj/effect/temp_visual/bleed(get_turf(owner))
/datum/status_effect/stacking/saw_bleed/threshold_cross_effect()
owner.adjustBruteLoss(bleed_damage)
var/turf/T = get_turf(owner)
new /obj/effect/temp_visual/bleed/explode(T)
for(var/d in GLOB.alldirs)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
playsound(T, "desecration", 100, TRUE, -1)
/datum/status_effect/stacking/saw_bleed/bloodletting
id = "bloodletting"
stack_threshold = 7
max_stacks = 7
bleed_damage = 20
/datum/status_effect/neck_slice
id = "neck_slice"
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
duration = -1
/datum/status_effect/neck_slice/tick()
var/mob/living/carbon/human/H = owner
var/obj/item/bodypart/throat = H.get_bodypart(BODY_ZONE_HEAD)
if(H.stat == DEAD || !throat)
H.remove_status_effect(/datum/status_effect/neck_slice)
var/still_bleeding = FALSE
for(var/thing in throat.wounds)
var/datum/wound/W = thing
if(W.wound_type == WOUND_LIST_CUT && W.severity > WOUND_SEVERITY_MODERATE)
still_bleeding = TRUE
break
if(!still_bleeding)
H.remove_status_effect(/datum/status_effect/neck_slice)
if(prob(10))
H.emote(pick("gasp", "gag", "choke"))
/mob/living/proc/apply_necropolis_curse(set_curse)
var/datum/status_effect/necropolis_curse/C = has_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE)
if(!set_curse)
set_curse = pick(CURSE_BLINDING, CURSE_SPAWNING, CURSE_WASTING, CURSE_GRASPING)
if(QDELETED(C))
apply_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE, set_curse)
else
C.apply_curse(set_curse)
C.duration += 3000 //time added by additional curses
return C
/datum/status_effect/necropolis_curse
id = "necrocurse"
duration = 6000 //you're cursed for 10 minutes have fun
tick_interval = 50
alert_type = null
var/curse_flags = NONE
var/effect_last_activation = 0
var/effect_cooldown = 100
var/obj/effect/temp_visual/curse/wasting_effect = new
/datum/status_effect/necropolis_curse/on_creation(mob/living/new_owner, set_curse)
. = ..()
if(.)
apply_curse(set_curse)
/datum/status_effect/necropolis_curse/Destroy()
if(!QDELETED(wasting_effect))
qdel(wasting_effect)
wasting_effect = null
return ..()
/datum/status_effect/necropolis_curse/on_remove()
remove_curse(curse_flags)
/datum/status_effect/necropolis_curse/proc/apply_curse(set_curse)
curse_flags |= set_curse
if(curse_flags & CURSE_BLINDING)
owner.overlay_fullscreen("curse", /obj/screen/fullscreen/curse, 1)
/datum/status_effect/necropolis_curse/proc/remove_curse(remove_curse)
if(remove_curse & CURSE_BLINDING)
owner.clear_fullscreen("curse", 50)
curse_flags &= ~remove_curse
/datum/status_effect/necropolis_curse/tick()
if(owner.stat == DEAD)
return
if(curse_flags & CURSE_WASTING)
wasting_effect.forceMove(owner.loc)
wasting_effect.setDir(owner.dir)
wasting_effect.transform = owner.transform //if the owner has been stunned the overlay should inherit that position
wasting_effect.alpha = 255
animate(wasting_effect, alpha = 0, time = 32)
playsound(owner, 'sound/effects/curse5.ogg', 20, TRUE, -1)
owner.adjustFireLoss(0.75)
if(effect_last_activation <= world.time)
effect_last_activation = world.time + effect_cooldown
if(curse_flags & CURSE_SPAWNING)
var/turf/spawn_turf
var/sanity = 10
while(!spawn_turf && sanity)
spawn_turf = locate(owner.x + pick(rand(10, 15), rand(-10, -15)), owner.y + pick(rand(10, 15), rand(-10, -15)), owner.z)
sanity--
if(spawn_turf)
var/mob/living/simple_animal/hostile/asteroid/curseblob/C = new (spawn_turf)
C.set_target = owner
C.GiveTarget()
if(curse_flags & CURSE_GRASPING)
var/grab_dir = turn(owner.dir, pick(-90, 90, 180, 180)) //grab them from a random direction other than the one faced, favoring grabbing from behind
var/turf/spawn_turf = get_ranged_target_turf(owner, grab_dir, 5)
if(spawn_turf)
grasp(spawn_turf)
/datum/status_effect/necropolis_curse/proc/grasp(turf/spawn_turf)
set waitfor = FALSE
new/obj/effect/temp_visual/dir_setting/curse/grasp_portal(spawn_turf, owner.dir)
playsound(spawn_turf, 'sound/effects/curse2.ogg', 80, TRUE, -1)
var/turf/ownerloc = get_turf(owner)
var/obj/projectile/curse_hand/C = new (spawn_turf)
C.preparePixelProjectile(ownerloc, spawn_turf)
C.fire()
/obj/effect/temp_visual/curse
icon_state = "curse"
/obj/effect/temp_visual/curse/Initialize()
. = ..()
deltimer(timerid)
/datum/status_effect/gonbola_pacify
id = "gonbolaPacify"
status_type = STATUS_EFFECT_MULTIPLE
tick_interval = -1
alert_type = null
/datum/status_effect/gonbola_pacify/on_apply()
ADD_TRAIT(owner, TRAIT_PACIFISM, "gonbolaPacify")
ADD_TRAIT(owner, TRAIT_MUTE, "gonbolaMute")
ADD_TRAIT(owner, TRAIT_JOLLY, "gonbolaJolly")
to_chat(owner, "<span class='notice'>You suddenly feel at peace and feel no need to make any sudden or rash actions...</span>")
return ..()
/datum/status_effect/gonbola_pacify/on_remove()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, "gonbolaPacify")
REMOVE_TRAIT(owner, TRAIT_MUTE, "gonbolaMute")
REMOVE_TRAIT(owner, TRAIT_JOLLY, "gonbolaJolly")
/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
alert_type = /obj/screen/alert/status_effect/trance
/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(stun)
owner.Stun(60, TRUE, TRUE)
owner.dizziness = 20
/datum/status_effect/trance/on_apply()
if(!iscarbon(owner))
return FALSE
RegisterSignal(owner, COMSIG_MOVABLE_HEAR, .proc/hypnotize)
ADD_TRAIT(owner, TRAIT_MUTE, "trance")
owner.add_client_colour(/datum/client_colour/monochrome/trance)
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)
duration = _duration
stun = _stun
return ..()
/datum/status_effect/trance/on_remove()
UnregisterSignal(owner, COMSIG_MOVABLE_HEAR)
REMOVE_TRAIT(owner, TRAIT_MUTE, "trance")
owner.dizziness = 0
owner.remove_client_colour(/datum/client_colour/monochrome/trance)
to_chat(owner, "<span class='warning'>You snap out of your trance!</span>")
/datum/status_effect/trance/proc/hypnotize(datum/source, list/hearing_args)
if(!owner.can_hear())
return
if(hearing_args[HEARING_SPEAKER] == owner)
return
var/mob/living/carbon/C = owner
C.cure_trauma_type(/datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY) //clear previous hypnosis
addtimer(CALLBACK(C, /mob/living/carbon.proc/gain_trauma, /datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY, hearing_args[HEARING_RAW_MESSAGE]), 10)
addtimer(CALLBACK(C, /mob/living.proc/Stun, 60, TRUE, TRUE), 15) //Take some time to think about it
qdel(src)
/datum/status_effect/spasms
id = "spasms"
status_type = STATUS_EFFECT_MULTIPLE
alert_type = null
/datum/status_effect/spasms/tick()
if(prob(15))
switch(rand(1,5))
if(1)
if((owner.mobility_flags & MOBILITY_MOVE) && isturf(owner.loc))
to_chat(owner, "<span class='warning'>Your leg spasms!</span>")
step(owner, pick(GLOB.cardinals))
if(2)
if(owner.incapacitated())
return
var/obj/item/I = owner.get_active_held_item()
if(I)
to_chat(owner, "<span class='warning'>Your fingers spasm!</span>")
owner.log_message("used [I] due to a Muscle Spasm", LOG_ATTACK)
I.attack_self(owner)
if(3)
var/prev_intent = owner.a_intent
owner.a_intent = INTENT_HARM
var/range = 1
if(istype(owner.get_active_held_item(), /obj/item/gun)) //get targets to shoot at
range = 7
var/list/mob/living/targets = list()
for(var/mob/M in oview(owner, range))
if(isliving(M))
targets += M
if(LAZYLEN(targets))
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
owner.log_message(" attacked someone due to a Muscle Spasm", LOG_ATTACK) //the following attack will log itself
owner.ClickOn(pick(targets))
owner.a_intent = prev_intent
if(4)
var/prev_intent = owner.a_intent
owner.a_intent = INTENT_HARM
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
owner.log_message("attacked [owner.p_them()]self to a Muscle Spasm", LOG_ATTACK)
owner.ClickOn(owner)
owner.a_intent = prev_intent
if(5)
if(owner.incapacitated())
return
var/obj/item/I = owner.get_active_held_item()
var/list/turf/targets = list()
for(var/turf/T in oview(owner, 3))
targets += T
if(LAZYLEN(targets) && I)
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
owner.log_message("threw [I] due to a Muscle Spasm", LOG_ATTACK)
owner.throw_item(pick(targets))
/datum/status_effect/convulsing
id = "convulsing"
duration = 150
status_type = STATUS_EFFECT_REFRESH
alert_type = /obj/screen/alert/status_effect/convulsing
/datum/status_effect/convulsing/on_creation(mob/living/zappy_boy)
. = ..()
to_chat(zappy_boy, "<span class='boldwarning'>You feel a shock moving through your body! Your hands start shaking!</span>")
/datum/status_effect/convulsing/tick()
var/mob/living/carbon/H = owner
if(prob(40))
var/obj/item/I = H.get_active_held_item()
if(I && H.dropItemToGround(I))
H.visible_message("<span class='notice'>[H]'s hand convulses, and they drop their [I.name]!</span>","<span class='userdanger'>Your hand convulses violently, and you drop what you were holding!</span>")
H.jitteriness += 5
/obj/screen/alert/status_effect/convulsing
name = "Shaky Hands"
desc = "You've been zapped with something and your hands can't stop shaking! You can't seem to hold on to anything."
icon_state = "convulsing"
/datum/status_effect/dna_melt
id = "dna_melt"
duration = 600
status_type = STATUS_EFFECT_REPLACE
alert_type = /obj/screen/alert/status_effect/dna_melt
var/kill_either_way = FALSE //no amount of removing mutations is gonna save you now
/datum/status_effect/dna_melt/on_creation(mob/living/new_owner, set_duration, updating_canmove)
. = ..()
to_chat(new_owner, "<span class='boldwarning'>My body can't handle the mutations! I need to get my mutations removed fast!</span>")
/datum/status_effect/dna_melt/on_remove()
if(!ishuman(owner))
owner.gib() //fuck you in particular
return
var/mob/living/carbon/human/H = owner
H.something_horrible(kill_either_way)
/obj/screen/alert/status_effect/dna_melt
name = "Genetic Breakdown"
desc = "I don't feel so good. Your body can't handle the mutations! You have one minute to remove your mutations, or you will be met with a horrible fate."
icon_state = "dna_melt"
/datum/status_effect/go_away
id = "go_away"
duration = 100
status_type = STATUS_EFFECT_REPLACE
tick_interval = 1
alert_type = /obj/screen/alert/status_effect/go_away
var/direction
/datum/status_effect/go_away/on_creation(mob/living/new_owner, set_duration, updating_canmove)
. = ..()
direction = pick(NORTH, SOUTH, EAST, WEST)
new_owner.setDir(direction)
/datum/status_effect/go_away/tick()
owner.AdjustStun(1, ignore_canstun = TRUE)
var/turf/T = get_step(owner, direction)
owner.forceMove(T)
/obj/screen/alert/status_effect/go_away
name = "TO THE STARS AND BEYOND!"
desc = "I must go, my people need me!"
icon_state = "high"
/datum/status_effect/fake_virus
id = "fake_virus"
duration = 1800//3 minutes
status_type = STATUS_EFFECT_REPLACE
tick_interval = 1
alert_type = null
var/msg_stage = 0//so you dont get the most intense messages immediately
/datum/status_effect/fake_virus/tick()
var/fake_msg = ""
var/fake_emote = ""
switch(msg_stage)
if(0 to 300)
if(prob(1))
fake_msg = pick("<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>",
"<span class='warning'>[pick("You're having difficulty breathing.", "Your breathing becomes heavy.")]</span>",
"<span class='warning'>[pick("You feel dizzy.", "Your head spins.")]</span>",
"<span notice='warning'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>",
"<span class='warning'>[pick("Your head hurts.", "Your mind blanks for a moment.")]</span>",
"<span class='warning'>[pick("Your throat hurts.", "You clear your throat.")]</span>")
if(301 to 600)
if(prob(2))
fake_msg = pick("<span class='warning'>[pick("Your head hurts a lot.", "Your head pounds incessantly.")]</span>",
"<span class='warning'>[pick("Your windpipe feels like a straw.", "Your breathing becomes tremendously difficult.")]</span>",
"<span class='warning'>You feel very [pick("dizzy","woozy","faint")].</span>",
"<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>",
"<span class='warning'>You nod off for a moment.</span>")
else
if(prob(3))
if(prob(50))// coin flip to throw a message or an emote
fake_msg = pick("<span class='userdanger'>[pick("Your head hurts!", "You feel a burning knife inside your brain!", "A wave of pain fills your head!")]</span>",
"<span class='userdanger'>[pick("Your lungs hurt!", "It hurts to breathe!")]</span>",
"<span class='warning'>[pick("You feel nauseated.", "You feel like you're going to throw up!")]</span>")
else
fake_emote = pick("cough", "sniff", "sneeze")
if(fake_emote)
owner.emote(fake_emote)
else if(fake_msg)
to_chat(owner, fake_msg)
msg_stage++
/datum/status_effect/corrosion_curse
id = "corrosion_curse"
status_type = STATUS_EFFECT_REPLACE
alert_type = null
tick_interval = 1 SECONDS
/datum/status_effect/corrosion_curse/on_creation(mob/living/new_owner, ...)
. = ..()
to_chat(owner, "<span class='danger'>Your feel your body starting to break apart...</span>")
/datum/status_effect/corrosion_curse/tick()
. = ..()
if(!ishuman(owner))
return
var/mob/living/carbon/human/H = owner
var/chance = rand(0,100)
switch(chance)
if(0 to 19)
H.vomit()
if(20 to 29)
H.Dizzy(10)
if(30 to 39)
H.adjustOrganLoss(ORGAN_SLOT_LIVER,5)
if(40 to 49)
H.adjustOrganLoss(ORGAN_SLOT_HEART,5)
if(50 to 59)
H.adjustOrganLoss(ORGAN_SLOT_STOMACH,5)
if(60 to 69)
H.adjustOrganLoss(ORGAN_SLOT_EYES,10)
if(70 to 79)
H.adjustOrganLoss(ORGAN_SLOT_EARS,10)
if(80 to 89)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS,10)
if(90 to 99)
H.adjustOrganLoss(ORGAN_SLOT_TONGUE,10)
if(100)
H.adjustOrganLoss(ORGAN_SLOT_BRAIN,20)