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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.  ### 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:
@@ -5,13 +5,15 @@
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// Organ signals
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/// Called on the organ when it is implanted into someone (mob/living/carbon/receiver)
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#define COMSIG_ORGAN_IMPLANTED "comsig_organ_implanted"
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/// Called when using the *wag emote
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#define COMSIG_ORGAN_WAG_TAIL "comsig_wag_tail"
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#define COMSIG_ORGAN_IMPLANTED "organ_implanted"
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/// Called on the organ when it is removed from someone (mob/living/carbon/old_owner)
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#define COMSIG_ORGAN_REMOVED "comsig_organ_removed"
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#define COMSIG_ORGAN_REMOVED "organ_removed"
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/// Called when an organ is being regenerated with a new copy in species regenerate_organs (obj/item/organ/replacement)
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#define COMSIG_ORGAN_BEING_REPLACED "organ_being_replaced"
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/// Called when an organ gets surgically removed (mob/living/user, mob/living/carbon/old_owner, target_zone, obj/item/tool)
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#define COMSIG_ORGAN_SURGICALLY_REMOVED "organ_surgically_removed"
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/// Called when using the *wag emote
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#define COMSIG_ORGAN_WAG_TAIL "wag_tail"
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///from base of mob/update_transform()
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#define COMSIG_LIVING_POST_UPDATE_TRANSFORM "living_post_update_transform"
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@@ -27,6 +27,7 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
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list("Bad Touch", "Friendly"),
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list("Extrovert", "Introvert"),
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list("Prosthetic Limb", "Quadruple Amputee", "Body Purist"),
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list("Prosthetic Organ", "Tin Man", "Body Purist"),
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list("Quadruple Amputee", "Paraplegic", "Hemiplegic"),
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list("Quadruple Amputee", "Frail"),
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list("Social Anxiety", "Mute"),
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@@ -0,0 +1,29 @@
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/**
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* ## DANGEROUS SURGICAL REMOVAL ELEMENT
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*
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* Makes the organ explode when removed surgically.
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* That's about it.
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*/
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/datum/element/dangerous_surgical_removal
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/datum/element/dangerous_surgical_removal/Attach(datum/target)
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. = ..()
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if(!isorgan(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_ORGAN_SURGICALLY_REMOVED, PROC_REF(on_surgical_removal))
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/datum/element/dangerous_surgical_removal/Detach(datum/source)
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. = ..()
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UnregisterSignal(source, COMSIG_ORGAN_SURGICALLY_REMOVED)
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/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)
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SIGNAL_HANDLER
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if(source.organ_flags & (ORGAN_FAILING|ORGAN_EMP))
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return
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if(user?.Adjacent(source))
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source.audible_message("[source] explodes on [user]'s face!")
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user.take_bodypart_damage(15)
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else
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source.audible_message("[source] explodes into tiny pieces!")
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explosion(source, light_impact_range = 1, explosion_cause = source)
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qdel(source)
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@@ -61,7 +61,6 @@
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lose_text = span_notice("You feel vigorous again.")
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medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood."
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hardcore_value = 8
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quirk_flags = QUIRK_HUMAN_ONLY
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mail_goodies = list(/obj/item/reagent_containers/blood/o_minus) // universal blood type that is safe for all
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var/min_blood = BLOOD_VOLUME_SAFE - 25 // just barely survivable without treatment
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@@ -586,10 +585,10 @@
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/datum/quirk/prosthetic_limb
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name = "Prosthetic Limb"
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desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
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desc = "An accident caused you to lose one of your limbs. Because of this, you now have a surplus prosthetic!"
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icon = "tg-prosthetic-leg"
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value = -3
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medical_record_text = "During physical examination, patient was found to have a prosthetic limb."
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medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic limb."
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hardcore_value = 3
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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
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mail_goodies = list(/obj/item/weldingtool/mini, /obj/item/stack/cable_coil/five)
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@@ -615,6 +614,7 @@
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if(BODY_ZONE_R_LEG)
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prosthetic = new /obj/item/bodypart/leg/right/robot/surplus
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slot_string = "right leg"
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medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic [slot_string]."
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old_limb = human_holder.return_and_replace_bodypart(prosthetic, special = TRUE)
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/datum/quirk/prosthetic_limb/post_add()
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@@ -628,12 +628,13 @@
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/datum/quirk/quadruple_amputee
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name = "Quadruple Amputee"
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desc = "Oops! All Prosthetics! Due to some truly cruel cosmic punishment, all your limbs have been taken from you."
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desc = "Oops! All Prosthetics! Due to some truly cruel cosmic punishment, all your limbs have been replaced with surplus prosthetics."
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icon = "tg-prosthetic-full"
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value = -6
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medical_record_text = "During physical examination, patient was found to have all prosthetic limbs."
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medical_record_text = "During physical examination, patient was found to have all low-budget prosthetic limbs."
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hardcore_value = 6
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quirk_flags = QUIRK_HUMAN_ONLY|QUIRK_CHANGES_APPEARANCE
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mail_goodies = list(/obj/item/weldingtool/mini, /obj/item/stack/cable_coil/five)
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/datum/quirk/quadruple_amputee/add_unique(client/client_source)
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var/mob/living/carbon/human/human_holder = quirk_holder
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@@ -643,8 +644,110 @@
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human_holder.del_and_replace_bodypart(new /obj/item/bodypart/leg/right/robot/surplus, special = TRUE)
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/datum/quirk/quadruple_amputee/post_add()
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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, \
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you need to use a welding tool and cables to repair them, instead of bruise packs and ointment."))
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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. \
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Additionally, you need to use a welding tool and cables to repair them, instead of bruise packs and ointment."))
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/datum/quirk/prosthetic_organ
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name = "Prosthetic Organ"
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desc = "An accident caused you to lose one of your organs. Because of this, you now have a surplus prosthetic!"
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icon = FA_ICON_LUNGS
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value = -3
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medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic organ. \
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<b>Removal of these organs is known to be dangerous to the patient as well as the practitioner.</b>"
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hardcore_value = 3
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mail_goodies = list(/obj/item/storage/organbox)
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/// The slot to replace, in string form
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var/slot_string = "organ"
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/// The original organ from before the prosthetic was applied
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var/obj/item/organ/old_organ
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/datum/quirk/prosthetic_organ/add_unique(client/client_source)
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var/mob/living/carbon/human/human_holder = quirk_holder
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var/static/list/organ_slots = list(
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ORGAN_SLOT_HEART,
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ORGAN_SLOT_LUNGS,
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ORGAN_SLOT_LIVER,
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ORGAN_SLOT_STOMACH,
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)
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var/list/possible_organ_slots = organ_slots.Copy()
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if(HAS_TRAIT(human_holder, TRAIT_NOBLOOD))
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possible_organ_slots -= ORGAN_SLOT_HEART
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if(HAS_TRAIT(human_holder, TRAIT_NOBREATH))
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possible_organ_slots -= ORGAN_SLOT_LUNGS
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if(HAS_TRAIT(human_holder, TRAIT_LIVERLESS_METABOLISM))
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possible_organ_slots -= ORGAN_SLOT_LIVER
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if(HAS_TRAIT(human_holder, TRAIT_NOHUNGER))
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possible_organ_slots -= ORGAN_SLOT_STOMACH
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if(!length(organ_slots)) //what the hell
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return
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var/organ_slot = pick(possible_organ_slots)
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var/obj/item/organ/prosthetic
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switch(organ_slot)
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if(ORGAN_SLOT_HEART)
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prosthetic = new /obj/item/organ/internal/heart/cybernetic/surplus
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slot_string = "heart"
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if(ORGAN_SLOT_LUNGS)
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prosthetic = new /obj/item/organ/internal/lungs/cybernetic/surplus
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slot_string = "lungs"
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if(ORGAN_SLOT_LIVER)
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prosthetic = new /obj/item/organ/internal/liver/cybernetic/surplus
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slot_string = "liver"
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if(ORGAN_SLOT_STOMACH)
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prosthetic = new /obj/item/organ/internal/stomach/cybernetic/surplus
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slot_string = "stomach"
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medical_record_text = "During physical examination, patient was found to have a low-budget prosthetic [slot_string]. \
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<b>Removal of these organs is known to be dangerous to the patient as well as the practitioner.</b>"
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old_organ = human_holder.get_organ_slot(organ_slot)
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if(prosthetic.Insert(human_holder, special = TRUE, drop_if_replaced = TRUE))
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old_organ.moveToNullspace()
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STOP_PROCESSING(SSobj, old_organ)
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/datum/quirk/prosthetic_organ/post_add()
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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. \
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Additionally, any EMP will make it stop working entirely."))
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/datum/quirk/prosthetic_organ/remove()
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if(old_organ)
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old_organ.Insert(quirk_holder, special = TRUE)
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old_organ = null
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/datum/quirk/tin_man
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name = "Tin Man"
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desc = "Oops! All Prosthetics! Due to some truly cruel cosmic punishment, most of your internal organs have been replaced with surplus prosthetics."
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icon = FA_ICON_ROBOT
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value = -6
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medical_record_text = "During physical examination, patient was found to have numerous low-budget prosthetic internal organs. \
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<b>Removal of these organs is known to be dangerous to the patient as well as the practitioner.</b>"
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hardcore_value = 6
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mail_goodies = list(/obj/item/storage/organbox)
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/datum/quirk/tin_man/add_unique(client/client_source)
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var/mob/living/carbon/human/human_holder = quirk_holder
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var/static/list/organ_slots = list(
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ORGAN_SLOT_HEART = /obj/item/organ/internal/heart/cybernetic/surplus,
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ORGAN_SLOT_LUNGS = /obj/item/organ/internal/lungs/cybernetic/surplus,
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ORGAN_SLOT_LIVER = /obj/item/organ/internal/liver/cybernetic/surplus,
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ORGAN_SLOT_STOMACH = /obj/item/organ/internal/stomach/cybernetic/surplus,
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)
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var/list/possible_organ_slots = organ_slots.Copy()
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if(HAS_TRAIT(human_holder, TRAIT_NOBLOOD))
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possible_organ_slots -= ORGAN_SLOT_HEART
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if(HAS_TRAIT(human_holder, TRAIT_NOBREATH))
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possible_organ_slots -= ORGAN_SLOT_LUNGS
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if(HAS_TRAIT(human_holder, TRAIT_LIVERLESS_METABOLISM))
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possible_organ_slots -= ORGAN_SLOT_LIVER
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if(HAS_TRAIT(human_holder, TRAIT_NOHUNGER))
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possible_organ_slots -= ORGAN_SLOT_STOMACH
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if(!length(organ_slots)) //what the hell
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return
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for(var/organ_slot in possible_organ_slots)
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var/organ_path = possible_organ_slots[organ_slot]
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var/obj/item/organ/new_organ = new organ_path()
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new_organ.Insert(human_holder, special = TRUE)
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/datum/quirk/tin_man/post_add()
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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. \
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Additionally, any EMP will make them stop working entirely."))
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/datum/quirk/pushover
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name = "Pushover"
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@@ -268,6 +268,7 @@
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log_combat(user, target, "surgically removed [target_organ.name] from", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
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target_organ.Remove(target)
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target_organ.forceMove(get_turf(target))
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target_organ.on_surgical_removal(user, target, target_zone, tool)
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else
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display_results(
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user,
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@@ -198,6 +198,14 @@ INITIALIZE_IMMEDIATE(/obj/item/organ)
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/obj/item/organ/proc/on_find(mob/living/finder)
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return
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/**
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* Proc that gets called when the organ is surgically removed by someone, can be used for special effects
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* Currently only used so surplus organs can explode when surgically removed.
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*/
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/obj/item/organ/proc/on_surgical_removal(mob/living/user, mob/living/carbon/old_owner, target_zone, obj/item/tool)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_ORGAN_SURGICALLY_REMOVED, user, old_owner, target_zone, tool)
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/obj/item/organ/process(seconds_per_tick, times_fired)
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return
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@@ -220,6 +228,9 @@ INITIALIZE_IMMEDIATE(/obj/item/organ)
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return
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if(damage > high_threshold)
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if(IS_ROBOTIC_ORGAN(src))
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. += span_warning("[src] seems to be malfunctioning.")
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return
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. += span_warning("[src] is starting to look discolored.")
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///Used as callbacks by object pooling
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@@ -380,7 +391,7 @@ INITIALIZE_IMMEDIATE(/obj/item/organ)
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/obj/item/organ/proc/get_status_text()
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var/status = ""
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if(owner.has_reagent(/datum/reagent/inverse/technetium))
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status = "<font color='#E42426'> organ is [round((damage/maxHealth)*100, 1)]% damaged.</font>"
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status = "<font color='#E42426'>[round((damage/maxHealth)*100, 1)]% damaged.</font>"
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else if(organ_flags & ORGAN_FAILING)
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status = "<font color='#cc3333'>Non-Functional</font>"
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else if(damage > high_threshold)
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@@ -209,24 +209,6 @@
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var/ramount = 10
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var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
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/obj/item/organ/internal/heart/cybernetic/tier2
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name = "cybernetic heart"
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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."
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icon_state = "heart-c-u-on"
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base_icon_state = "heart-c-u"
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maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
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dose_available = TRUE
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emp_vulnerability = 40
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/obj/item/organ/internal/heart/cybernetic/tier3
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name = "upgraded cybernetic heart"
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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."
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icon_state = "heart-c-u2-on"
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base_icon_state = "heart-c-u2"
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maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
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dose_available = TRUE
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emp_vulnerability = 20
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/obj/item/organ/internal/heart/cybernetic/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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@@ -258,10 +240,42 @@
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owner.reagents.add_reagent(rid, ramount)
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dose_available = FALSE
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/obj/item/organ/internal/heart/cybernetic/tier2
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name = "cybernetic heart"
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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."
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icon_state = "heart-c-u-on"
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base_icon_state = "heart-c-u"
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maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
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dose_available = TRUE
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emp_vulnerability = 40
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/obj/item/organ/internal/heart/cybernetic/tier3
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name = "upgraded cybernetic heart"
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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."
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icon_state = "heart-c-u2-on"
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base_icon_state = "heart-c-u2"
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maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
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dose_available = TRUE
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emp_vulnerability = 20
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/obj/item/organ/internal/heart/cybernetic/tier3/used_dose()
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. = ..()
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addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
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/obj/item/organ/internal/heart/cybernetic/surplus
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name = "surplus prosthetic heart"
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desc = "A fragile mockery of a human heart that resembles a water pump more than an actual heart. \
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Offers no protection against EMPs."
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icon_state = "heart-c-s-on"
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base_icon_state = "heart-c-s"
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maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
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emp_vulnerability = 100
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//surplus organs are so awful that they explode when removed, unless failing
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/obj/item/organ/internal/heart/cybernetic/surplus/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/dangerous_surgical_removal)
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/obj/item/organ/internal/heart/freedom
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name = "heart of freedom"
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desc = "This heart pumps with the passion to give... something freedom."
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@@ -247,11 +247,21 @@
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desc = "A very basic device designed to mimic the functions of a human liver. Handles toxins slightly worse than an organic liver."
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icon_state = "liver-c"
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organ_flags = ORGAN_ROBOTIC
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maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
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toxTolerance = 2
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liver_resistance = 0.9 * LIVER_DEFAULT_TOX_RESISTANCE // -10%
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maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
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var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
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/obj/item/organ/internal/liver/cybernetic/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
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owner.adjustToxLoss(10)
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||||
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
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 35 KiB |
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user