Bargain bin organ quirks: Prosthetic organ and Tin Man (#76498)

## About The Pull Request

Basically, the organ equivalents of prosthetic limb and quadruple
amputee.
These replace your organs with absolutely terrible cybernetic
counterparts which also have absolutely no resistance against EMPs.

![image](https://github.com/tgstation/tgstation/assets/82850673/1e4a4abc-8871-41fc-b2f7-a2e626f1fdfb)

### ADDITIONAL FUN
Surplus organs are so awful that if surgically removed while not EMPed
nor failing, they *explode*!

## Why It's Good For The Game

More character customization, and more suffering for hardcore random
players.

## Changelog

🆑
add: Added two new quirks, prosthetic organ and tin man. Essentially,
they replace organs with bad bad not good cybernetic counterparts.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
This commit is contained in:
ChungusGamer666
2023-07-07 20:31:43 -03:00
committed by GitHub
parent a2c8cce535
commit ca401b57a7
12 changed files with 265 additions and 60 deletions
@@ -5,13 +5,15 @@
// Organ signals
/// Called on the organ when it is implanted into someone (mob/living/carbon/receiver)
#define COMSIG_ORGAN_IMPLANTED "comsig_organ_implanted"
/// Called when using the *wag emote
#define COMSIG_ORGAN_WAG_TAIL "comsig_wag_tail"
#define COMSIG_ORGAN_IMPLANTED "organ_implanted"
/// Called on the organ when it is removed from someone (mob/living/carbon/old_owner)
#define COMSIG_ORGAN_REMOVED "comsig_organ_removed"
#define COMSIG_ORGAN_REMOVED "organ_removed"
/// Called when an organ is being regenerated with a new copy in species regenerate_organs (obj/item/organ/replacement)
#define COMSIG_ORGAN_BEING_REPLACED "organ_being_replaced"
/// Called when an organ gets surgically removed (mob/living/user, mob/living/carbon/old_owner, target_zone, obj/item/tool)
#define COMSIG_ORGAN_SURGICALLY_REMOVED "organ_surgically_removed"
/// Called when using the *wag emote
#define COMSIG_ORGAN_WAG_TAIL "wag_tail"
///from base of mob/update_transform()
#define COMSIG_LIVING_POST_UPDATE_TRANSFORM "living_post_update_transform"
@@ -27,6 +27,7 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
list("Bad Touch", "Friendly"),
list("Extrovert", "Introvert"),
list("Prosthetic Limb", "Quadruple Amputee", "Body Purist"),
list("Prosthetic Organ", "Tin Man", "Body Purist"),
list("Quadruple Amputee", "Paraplegic", "Hemiplegic"),
list("Quadruple Amputee", "Frail"),
list("Social Anxiety", "Mute"),
@@ -0,0 +1,29 @@
/**
* ## DANGEROUS SURGICAL REMOVAL ELEMENT
*
* Makes the organ explode when removed surgically.
* That's about it.
*/
/datum/element/dangerous_surgical_removal
/datum/element/dangerous_surgical_removal/Attach(datum/target)
. = ..()
if(!isorgan(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_ORGAN_SURGICALLY_REMOVED, PROC_REF(on_surgical_removal))
/datum/element/dangerous_surgical_removal/Detach(datum/source)
. = ..()
UnregisterSignal(source, COMSIG_ORGAN_SURGICALLY_REMOVED)
/datum/element/dangerous_surgical_removal/proc/on_surgical_removal(obj/item/organ/source, mob/living/user, mob/living/carbon/old_owner, target_zone, obj/item/tool)
SIGNAL_HANDLER
if(source.organ_flags & (ORGAN_FAILING|ORGAN_EMP))
return
if(user?.Adjacent(source))
source.audible_message("[source] explodes on [user]'s face!")
user.take_bodypart_damage(15)
else
source.audible_message("[source] explodes into tiny pieces!")
explosion(source, light_impact_range = 1, explosion_cause = source)
qdel(source)
+110 -7
View File
@@ -61,7 +61,6 @@
lose_text = span_notice("You feel vigorous again.")
medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood."
hardcore_value = 8
quirk_flags = QUIRK_HUMAN_ONLY
mail_goodies = list(/obj/item/reagent_containers/blood/o_minus) // universal blood type that is safe for all
var/min_blood = BLOOD_VOLUME_SAFE - 25 // just barely survivable without treatment
@@ -586,10 +585,10 @@
/datum/quirk/prosthetic_limb
name = "Prosthetic Limb"
desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
desc = "An accident caused you to lose one of your limbs. Because of this, you now have a surplus prosthetic!"
icon = "tg-prosthetic-leg"
value = -3
medical_record_text = "During physical examination, patient was found to have a prosthetic limb."
medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic limb."
hardcore_value = 3
quirk_flags = QUIRK_HUMAN_ONLY // while this technically changes appearance, we don't want it to be shown on the dummy because it's randomized at roundstart
mail_goodies = list(/obj/item/weldingtool/mini, /obj/item/stack/cable_coil/five)
@@ -615,6 +614,7 @@
if(BODY_ZONE_R_LEG)
prosthetic = new /obj/item/bodypart/leg/right/robot/surplus
slot_string = "right leg"
medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic [slot_string]."
old_limb = human_holder.return_and_replace_bodypart(prosthetic, special = TRUE)
/datum/quirk/prosthetic_limb/post_add()
@@ -628,12 +628,13 @@
/datum/quirk/quadruple_amputee
name = "Quadruple Amputee"
desc = "Oops! All Prosthetics! Due to some truly cruel cosmic punishment, all your limbs have been taken from you."
desc = "Oops! All Prosthetics! Due to some truly cruel cosmic punishment, all your limbs have been replaced with surplus prosthetics."
icon = "tg-prosthetic-full"
value = -6
medical_record_text = "During physical examination, patient was found to have all prosthetic limbs."
medical_record_text = "During physical examination, patient was found to have all low-budget prosthetic limbs."
hardcore_value = 6
quirk_flags = QUIRK_HUMAN_ONLY|QUIRK_CHANGES_APPEARANCE
mail_goodies = list(/obj/item/weldingtool/mini, /obj/item/stack/cable_coil/five)
/datum/quirk/quadruple_amputee/add_unique(client/client_source)
var/mob/living/carbon/human/human_holder = quirk_holder
@@ -643,8 +644,110 @@
human_holder.del_and_replace_bodypart(new /obj/item/bodypart/leg/right/robot/surplus, special = TRUE)
/datum/quirk/quadruple_amputee/post_add()
to_chat(quirk_holder, span_boldannounce("All your limbs have been replaced with surplus prosthetics. They are fragile and will easily come apart under duress. Additionally, \
you need to use a welding tool and cables to repair them, instead of bruise packs and ointment."))
to_chat(quirk_holder, span_boldannounce("All your limbs have been replaced with surplus prosthetics. They are fragile and will easily come apart under duress. \
Additionally, you need to use a welding tool and cables to repair them, instead of bruise packs and ointment."))
/datum/quirk/prosthetic_organ
name = "Prosthetic Organ"
desc = "An accident caused you to lose one of your organs. Because of this, you now have a surplus prosthetic!"
icon = FA_ICON_LUNGS
value = -3
medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic organ. \
<b>Removal of these organs is known to be dangerous to the patient as well as the practitioner.</b>"
hardcore_value = 3
mail_goodies = list(/obj/item/storage/organbox)
/// The slot to replace, in string form
var/slot_string = "organ"
/// The original organ from before the prosthetic was applied
var/obj/item/organ/old_organ
/datum/quirk/prosthetic_organ/add_unique(client/client_source)
var/mob/living/carbon/human/human_holder = quirk_holder
var/static/list/organ_slots = list(
ORGAN_SLOT_HEART,
ORGAN_SLOT_LUNGS,
ORGAN_SLOT_LIVER,
ORGAN_SLOT_STOMACH,
)
var/list/possible_organ_slots = organ_slots.Copy()
if(HAS_TRAIT(human_holder, TRAIT_NOBLOOD))
possible_organ_slots -= ORGAN_SLOT_HEART
if(HAS_TRAIT(human_holder, TRAIT_NOBREATH))
possible_organ_slots -= ORGAN_SLOT_LUNGS
if(HAS_TRAIT(human_holder, TRAIT_LIVERLESS_METABOLISM))
possible_organ_slots -= ORGAN_SLOT_LIVER
if(HAS_TRAIT(human_holder, TRAIT_NOHUNGER))
possible_organ_slots -= ORGAN_SLOT_STOMACH
if(!length(organ_slots)) //what the hell
return
var/organ_slot = pick(possible_organ_slots)
var/obj/item/organ/prosthetic
switch(organ_slot)
if(ORGAN_SLOT_HEART)
prosthetic = new /obj/item/organ/internal/heart/cybernetic/surplus
slot_string = "heart"
if(ORGAN_SLOT_LUNGS)
prosthetic = new /obj/item/organ/internal/lungs/cybernetic/surplus
slot_string = "lungs"
if(ORGAN_SLOT_LIVER)
prosthetic = new /obj/item/organ/internal/liver/cybernetic/surplus
slot_string = "liver"
if(ORGAN_SLOT_STOMACH)
prosthetic = new /obj/item/organ/internal/stomach/cybernetic/surplus
slot_string = "stomach"
medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic [slot_string]. \
<b>Removal of these organs is known to be dangerous to the patient as well as the practitioner.</b>"
old_organ = human_holder.get_organ_slot(organ_slot)
if(prosthetic.Insert(human_holder, special = TRUE, drop_if_replaced = TRUE))
old_organ.moveToNullspace()
STOP_PROCESSING(SSobj, old_organ)
/datum/quirk/prosthetic_organ/post_add()
to_chat(quirk_holder, span_boldannounce("Your [slot_string] has been replaced with a surplus organ. It is fragile and will easily come apart under duress. \
Additionally, any EMP will make it stop working entirely."))
/datum/quirk/prosthetic_organ/remove()
if(old_organ)
old_organ.Insert(quirk_holder, special = TRUE)
old_organ = null
/datum/quirk/tin_man
name = "Tin Man"
desc = "Oops! All Prosthetics! Due to some truly cruel cosmic punishment, most of your internal organs have been replaced with surplus prosthetics."
icon = FA_ICON_ROBOT
value = -6
medical_record_text = "During physical examination, patient was found to have numerous low-budget prosthetic internal organs. \
<b>Removal of these organs is known to be dangerous to the patient as well as the practitioner.</b>"
hardcore_value = 6
mail_goodies = list(/obj/item/storage/organbox)
/datum/quirk/tin_man/add_unique(client/client_source)
var/mob/living/carbon/human/human_holder = quirk_holder
var/static/list/organ_slots = list(
ORGAN_SLOT_HEART = /obj/item/organ/internal/heart/cybernetic/surplus,
ORGAN_SLOT_LUNGS = /obj/item/organ/internal/lungs/cybernetic/surplus,
ORGAN_SLOT_LIVER = /obj/item/organ/internal/liver/cybernetic/surplus,
ORGAN_SLOT_STOMACH = /obj/item/organ/internal/stomach/cybernetic/surplus,
)
var/list/possible_organ_slots = organ_slots.Copy()
if(HAS_TRAIT(human_holder, TRAIT_NOBLOOD))
possible_organ_slots -= ORGAN_SLOT_HEART
if(HAS_TRAIT(human_holder, TRAIT_NOBREATH))
possible_organ_slots -= ORGAN_SLOT_LUNGS
if(HAS_TRAIT(human_holder, TRAIT_LIVERLESS_METABOLISM))
possible_organ_slots -= ORGAN_SLOT_LIVER
if(HAS_TRAIT(human_holder, TRAIT_NOHUNGER))
possible_organ_slots -= ORGAN_SLOT_STOMACH
if(!length(organ_slots)) //what the hell
return
for(var/organ_slot in possible_organ_slots)
var/organ_path = possible_organ_slots[organ_slot]
var/obj/item/organ/new_organ = new organ_path()
new_organ.Insert(human_holder, special = TRUE)
/datum/quirk/tin_man/post_add()
to_chat(quirk_holder, span_boldannounce("Most of your internal organs have been replaced with surplus prosthetics. They are fragile and will easily come apart under duress. \
Additionally, any EMP will make them stop working entirely."))
/datum/quirk/pushover
name = "Pushover"
@@ -268,6 +268,7 @@
log_combat(user, target, "surgically removed [target_organ.name] from", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
target_organ.Remove(target)
target_organ.forceMove(get_turf(target))
target_organ.on_surgical_removal(user, target, target_zone, tool)
else
display_results(
user,
+12 -1
View File
@@ -198,6 +198,14 @@ INITIALIZE_IMMEDIATE(/obj/item/organ)
/obj/item/organ/proc/on_find(mob/living/finder)
return
/**
* Proc that gets called when the organ is surgically removed by someone, can be used for special effects
* Currently only used so surplus organs can explode when surgically removed.
*/
/obj/item/organ/proc/on_surgical_removal(mob/living/user, mob/living/carbon/old_owner, target_zone, obj/item/tool)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ORGAN_SURGICALLY_REMOVED, user, old_owner, target_zone, tool)
/obj/item/organ/process(seconds_per_tick, times_fired)
return
@@ -220,6 +228,9 @@ INITIALIZE_IMMEDIATE(/obj/item/organ)
return
if(damage > high_threshold)
if(IS_ROBOTIC_ORGAN(src))
. += span_warning("[src] seems to be malfunctioning.")
return
. += span_warning("[src] is starting to look discolored.")
///Used as callbacks by object pooling
@@ -380,7 +391,7 @@ INITIALIZE_IMMEDIATE(/obj/item/organ)
/obj/item/organ/proc/get_status_text()
var/status = ""
if(owner.has_reagent(/datum/reagent/inverse/technetium))
status = "<font color='#E42426'> organ is [round((damage/maxHealth)*100, 1)]% damaged.</font>"
status = "<font color='#E42426'>[round((damage/maxHealth)*100, 1)]% damaged.</font>"
else if(organ_flags & ORGAN_FAILING)
status = "<font color='#cc3333'>Non-Functional</font>"
else if(damage > high_threshold)
@@ -209,24 +209,6 @@
var/ramount = 10
var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
/obj/item/organ/internal/heart/cybernetic/tier2
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma."
icon_state = "heart-c-u-on"
base_icon_state = "heart-c-u"
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
emp_vulnerability = 40
/obj/item/organ/internal/heart/cybernetic/tier3
name = "upgraded cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
icon_state = "heart-c-u2-on"
base_icon_state = "heart-c-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
emp_vulnerability = 20
/obj/item/organ/internal/heart/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
@@ -258,10 +240,42 @@
owner.reagents.add_reagent(rid, ramount)
dose_available = FALSE
/obj/item/organ/internal/heart/cybernetic/tier2
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma."
icon_state = "heart-c-u-on"
base_icon_state = "heart-c-u"
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
emp_vulnerability = 40
/obj/item/organ/internal/heart/cybernetic/tier3
name = "upgraded cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
icon_state = "heart-c-u2-on"
base_icon_state = "heart-c-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
emp_vulnerability = 20
/obj/item/organ/internal/heart/cybernetic/tier3/used_dose()
. = ..()
addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
/obj/item/organ/internal/heart/cybernetic/surplus
name = "surplus prosthetic heart"
desc = "A fragile mockery of a human heart that resembles a water pump more than an actual heart. \
Offers no protection against EMPs."
icon_state = "heart-c-s-on"
base_icon_state = "heart-c-s"
maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
emp_vulnerability = 100
//surplus organs are so awful that they explode when removed, unless failing
/obj/item/organ/internal/heart/cybernetic/surplus/Initialize(mapload)
. = ..()
AddElement(/datum/element/dangerous_surgical_removal)
/obj/item/organ/internal/heart/freedom
name = "heart of freedom"
desc = "This heart pumps with the passion to give... something freedom."
@@ -247,11 +247,21 @@
desc = "A very basic device designed to mimic the functions of a human liver. Handles toxins slightly worse than an organic liver."
icon_state = "liver-c"
organ_flags = ORGAN_ROBOTIC
maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
toxTolerance = 2
liver_resistance = 0.9 * LIVER_DEFAULT_TOX_RESISTANCE // -10%
maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
/obj/item/organ/internal/liver/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.adjustToxLoss(10)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(emp_vulnerability/severity)) //Chance of permanent effects
organ_flags |= ORGAN_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/internal/liver/cybernetic/tier2
name = "cybernetic liver"
desc = "An electronic device designed to mimic the functions of a human liver. Handles toxins slightly better than an organic liver."
@@ -265,21 +275,29 @@
name = "upgraded cybernetic liver"
desc = "An upgraded version of the cybernetic liver, designed to improve further upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
icon_state = "liver-c-u2"
alcohol_tolerance = 0.001
alcohol_tolerance = ALCOHOL_RATE * 0.2
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 10 //can shrug off up to 10u of toxins
liver_resistance = 1.5 * LIVER_DEFAULT_TOX_RESISTANCE // +50%
emp_vulnerability = 20
/obj/item/organ/internal/liver/cybernetic/emp_act(severity)
/obj/item/organ/internal/liver/cybernetic/surplus
name = "surplus prosthetic liver"
desc = "A very cheap prosthetic liver, mass produced for low-functioning alcoholics... It looks more like a water filter than \
an actual liver. \
Very fragile, absolutely terrible at filtering toxins and substantially weak to alcohol. \
Offers no protection against EMPs."
icon_state = "liver-c-s"
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.35
alcohol_tolerance = ALCOHOL_RATE * 2 // can barely handle alcohol
toxTolerance = 1 //basically can't shrug off any toxins
liver_resistance = 0.75 * LIVER_DEFAULT_TOX_RESISTANCE // -25%
emp_vulnerability = 100
//surplus organs are so awful that they explode when removed, unless failing
/obj/item/organ/internal/liver/cybernetic/surplus/Initialize(mapload)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.adjustToxLoss(10)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(emp_vulnerability/severity)) //Chance of permanent effects
organ_flags |= ORGAN_EMP //Starts organ faliure - gonna need replacing soon.
AddElement(/datum/element/dangerous_surgical_removal)
#undef HAS_SILENT_TOXIN
#undef HAS_NO_TOXIN
@@ -822,9 +822,18 @@
icon_state = "lungs-c"
organ_flags = ORGAN_ROBOTIC
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
/obj/item/organ/internal/lungs/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.losebreath += 20
COOLDOWN_START(src, severe_cooldown, 30 SECONDS)
if(prob(emp_vulnerability/severity)) //Chance of permanent effects
organ_flags |= ORGAN_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/internal/lungs/cybernetic/tier2
name = "cybernetic lungs"
desc = "A cybernetic version of the lungs found in traditional humanoid entities. Allows for greater intakes of oxygen than organic lungs, requiring slightly less pressure."
@@ -847,16 +856,18 @@
cold_level_2_threshold = 140
cold_level_3_threshold = 100
/obj/item/organ/internal/lungs/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.losebreath += 20
COOLDOWN_START(src, severe_cooldown, 30 SECONDS)
if(prob(emp_vulnerability/severity)) //Chance of permanent effects
organ_flags |= ORGAN_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/internal/lungs/cybernetic/surplus
name = "surplus prosthetic lungs"
desc = "Two fragile, inflatable sacks of air that only barely mimic the function of human lungs. \
Offer no protection against EMPs."
icon_state = "lungs-c-s"
maxHealth = 0.35 * STANDARD_ORGAN_THRESHOLD
emp_vulnerability = 100
//surplus organs are so awful that they explode when removed, unless failing
/obj/item/organ/internal/lungs/cybernetic/surplus/Initialize(mapload)
. = ..()
AddElement(/datum/element/dangerous_surgical_removal)
/obj/item/organ/internal/lungs/lavaland
name = "blackened frilled lungs" // blackened from necropolis exposure
@@ -291,8 +291,18 @@
icon_state = "stomach-c"
organ_flags = ORGAN_ROBOTIC
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
metabolism_efficiency = 0.035 // not as good at digestion
var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
/obj/item/organ/internal/stomach/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.vomit(stun = FALSE)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(emp_vulnerability/severity)) //Chance of permanent effects
organ_flags |= ORGAN_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/internal/stomach/cybernetic/tier2
name = "cybernetic stomach"
@@ -312,15 +322,19 @@
emp_vulnerability = 20
metabolism_efficiency = 0.1
/obj/item/organ/internal/stomach/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.vomit(stun = FALSE)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(emp_vulnerability/severity)) //Chance of permanent effects
organ_flags |= ORGAN_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/internal/stomach/cybernetic/surplus
name = "surplus prosthetic stomach"
desc = "A mechanical plastic oval that utilizes sulfuric acid instead of stomach acid. \
Very fragile, with painfully slow metabolism.\
Offers no protection against EMPs."
icon_state = "stomach-c-s"
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.35
emp_vulnerability = 100
metabolism_efficiency = 0.025
//surplus organs are so awful that they explode when removed, unless failing
/obj/item/organ/internal/stomach/cybernetic/surplus/Initialize(mapload)
. = ..()
AddElement(/datum/element/dangerous_surgical_removal)
#undef STOMACH_METABOLISM_CONSTANT
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@@ -1194,6 +1194,7 @@
#include "code\datums\elements\cult_halo.dm"
#include "code\datums\elements\curse_announcement.dm"
#include "code\datums\elements\cursed.dm"
#include "code\datums\elements\dangerous_surgical_removal.dm"
#include "code\datums\elements\death_drops.dm"
#include "code\datums\elements\death_explosion.dm"
#include "code\datums\elements\death_gases.dm"