48fbc073e5
* Brain damage works on organ damage procs, some defib reworks * Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again * Cleans up reused global * Organ damage procs on living and living/carbon * Changes brain damage procs again * SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects. * Damage and failure effects for the appendix, ears, and some touchups on the stomach * Committing changes so I don't lose them * Organs now cease decaying in the proper containers * Organ Fridges * Reverts map changes * Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime * Actually fixes merge conflict * Smartfridge tweaks * Think I figured out map merger * Evidently not * Still runtiming with glass shards even after I remove the map changes? * Fixes runtime error with brain_item * Runtime fix on living/carbon/life * Cleaning up old PR code * Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were * Wrong math operation used * Brains in MMIs no longer decay * Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts * Removes misleading comment * init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss * Removes random spaces, scanners check brain damage severity now * Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it * List change * Runs off of an index instead of using cut * Brains can be put into organ fridges * Fixes minor type, hotfix for cloning problem * Removes pointless check * Demon hearts no longer decay * Nightmare hearts no longer decay * Removes istype() check on process, sets can_decompose instead * Condenses organ damage report * Removes organ failure messages * Less organ damage spam, implements organ threshold messages instead * Brain damage messages go to owner, not source * Self-examine shows damaged organs * Minor code cleanup, adds autodoc comments to the new procs * Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments. * Merged the booleans into a set of flags * Healthy living improves organ healing rates * dunno why this didn't update * my actions have consequences * Sets ORGAN_SYNTHETIC for overlooked robotics organs * Doubles heart decay time * 3 minute heart decay * Lobectomy/Coronary_Bypass heal more * removes hivemind spells from the changes
59 lines
1.7 KiB
Plaintext
59 lines
1.7 KiB
Plaintext
/datum/disease/decloning
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form = "Virus"
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name = "Cellular Degeneration"
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max_stages = 5
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stage_prob = 1
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cure_text = "Rezadone or death."
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agent = "Severe Genetic Damage"
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viable_mobtypes = list(/mob/living/carbon/human)
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desc = @"If left untreated the subject will [REDACTED]!"
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severity = "Dangerous!"
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cures = list(/datum/reagent/medicine/rezadone)
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disease_flags = CAN_CARRY|CAN_RESIST
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spread_flags = DISEASE_SPREAD_NON_CONTAGIOUS
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process_dead = TRUE
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/datum/disease/decloning/stage_act()
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..()
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if(affected_mob.stat == DEAD)
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cure()
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return
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switch(stage)
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if(2)
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if(prob(2))
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affected_mob.emote("itch")
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if(prob(2))
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affected_mob.emote("yawn")
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if(3)
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if(prob(2))
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affected_mob.emote("itch")
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if(prob(2))
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affected_mob.emote("drool")
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if(prob(3))
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affected_mob.adjustCloneLoss(1)
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if(prob(2))
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to_chat(affected_mob, "<span class='danger'>Your skin feels strange.</span>")
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if(4)
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if(prob(2))
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affected_mob.emote("itch")
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if(prob(2))
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affected_mob.emote("drool")
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if(prob(5))
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1, 170)
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affected_mob.adjustCloneLoss(2)
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if(prob(15))
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affected_mob.stuttering += 3
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if(5)
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if(prob(2))
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affected_mob.emote("itch")
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if(prob(2))
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affected_mob.emote("drool")
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if(prob(5))
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to_chat(affected_mob, "<span class='danger'>Your skin starts degrading!</span>")
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if(prob(10))
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affected_mob.adjustCloneLoss(5)
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2, 170)
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if(affected_mob.cloneloss >= 100)
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affected_mob.visible_message("<span class='danger'>[affected_mob] skin turns to dust!</span>", "<span class'boldwarning'>Your skin turns to dust!</span>")
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affected_mob.dust() |