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Fix brain trauma surgery (#3403)
## About The Pull Request Fixes the highest level of trauma surgery leaving leftover traumas. Applies a status effect instead of the random roll of a new trauma. ## Why It's Good For The Game Having to do lobotomy surgery over and over until you hit the 25% RNG to make it successfully go away isn't a good gameplay experience. Better to just apply a status effect for a while instead. ## Changelog 🆑 LT3 fix: Lobotomy/blessed lobotomy should correctly remove all surgery based traumas balance: Lobotomy/blessed lobotomy now provides a predictable status effect instead of a trauma RNG roll /🆑
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@@ -13,6 +13,9 @@
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/// How much extra bleeding the mob is given
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var/bleed_modifier_addition = 1
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/datum/status_effect/vulnerable_to_damage/surgery
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duration = 15 MINUTES
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/datum/status_effect/vulnerable_to_damage/on_apply()
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to_chat(owner, span_userdanger("Your body suddenly feals weak and fragile!"))
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var/mob/living/carbon/human/carbon_owner = owner
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@@ -1,5 +1,5 @@
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/datum/surgery/advanced/lobotomy
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desc = "An invasive surgical procedure which guarantees removal of deep-rooted brain traumas, but might cause a different, deeper trauma in return."
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desc = "An invasive surgical procedure which guarantees removal of deep-rooted brain traumas, but takes a while for the body to recover."
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/datum/surgery_step/lobotomize/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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display_results(
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@@ -11,11 +11,11 @@
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)
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display_pain(target, "Your head goes totally numb for a moment, the pain is overwhelming!")
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target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
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target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
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target.apply_status_effect(/datum/status_effect/vulnerable_to_damage/surgery)
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if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
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target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
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if(prob(75))
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
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return ..()
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/datum/surgery/advanced/blessed_lobotomy
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@@ -58,12 +58,13 @@
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)
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display_pain(target, "Your head goes totally numb for a moment, the pain is overwhelming! You begin to see the light... ")
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target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
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target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
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target.cure_all_traumas(TRAUMA_RESILIENCE_MAGIC)
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target.apply_status_effect(/datum/status_effect/vulnerable_to_damage/surgery)
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playsound(source = get_turf(target), soundin = 'sound/effects/magic/repulse.ogg', vol = 75, vary = TRUE, falloff_distance = 2)
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if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
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target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
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if(prob(75))
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
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return ..()
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/datum/design/surgery/lobotomy/blessed
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