From cb7b00c3a7869ace128f39416407b3ebcfa9aad6 Mon Sep 17 00:00:00 2001 From: Fghj240 <43589874+Fghj240@users.noreply.github.com> Date: Tue, 14 Oct 2025 13:35:41 -0700 Subject: [PATCH] The health analyzer can now tell the difference between curable and incurable traumas (#93433) ## About The Pull Request TRAUMA_RESILIENCE_MAGIC traumas are now called "Persistent" traumas, and the health analyzer tells you they can be treated with magic. TRAUMA_RESILIENCE_ABSOLUTE traumas are unaffected. ## Why It's Good For The Game Makes it easier to understand why some permanent traumas can be cured while others can't. Also it's kind of weird that a curable trauma is called "permanent", but also these are two different resiliences and they shouldn't share a name anyways. ## Changelog :cl: qol: Health analyzers now tell the difference between curable and incurable permanent traumas /:cl: Co-authored-by: Fghj240 --- code/modules/mob/living/brain/brain_item.dm | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/code/modules/mob/living/brain/brain_item.dm b/code/modules/mob/living/brain/brain_item.dm index 687f23568e9..e4dd1b961ef 100644 --- a/code/modules/mob/living/brain/brain_item.dm +++ b/code/modules/mob/living/brain/brain_item.dm @@ -272,7 +272,9 @@ trauma_desc = conditional_tooltip("Deep-rooted ", "Repair via Lobotomy.", add_tooltips) if(TRAUMA_RESILIENCE_WOUND) trauma_desc = conditional_tooltip("Fracture-derived ", "Repair via treatment of wounds afflicting the head.", add_tooltips) - if(TRAUMA_RESILIENCE_MAGIC, TRAUMA_RESILIENCE_ABSOLUTE) + if(TRAUMA_RESILIENCE_MAGIC) + trauma_desc = conditional_tooltip("Persistent ", "Only repairable via magic.", add_tooltips) + if(TRAUMA_RESILIENCE_ABSOLUTE) trauma_desc = conditional_tooltip("Permanent ", "Irreparable under normal circumstances.", add_tooltips) trauma_desc += capitalize(trauma.scan_desc) LAZYADD(trauma_text, trauma_desc)