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Tend Wounds now provides xp off healed amount, not repeated iterations (less XP overall) (#49724)
* m * Update healing.dm
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@@ -48,12 +48,11 @@
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"<span class='notice'>[user] attempts to patch some of [target]'s [woundtype].</span>")
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/datum/surgery_step/heal/initiate(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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if(..())
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experience_given = min(experience_given+1,PER_ITERATION_XP_CAP)
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while((brutehealing && target.getBruteLoss()) || (burnhealing && target.getFireLoss()))
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if(!..())
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break
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experience_given = min(experience_given+1,PER_ITERATION_XP_CAP)
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if(!..())
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return
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while((brutehealing && target.getBruteLoss()) || (burnhealing && target.getFireLoss()))
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if(!..())
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break
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/datum/surgery_step/heal/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/umsg = "You succeed in fixing some of [target]'s wounds" //no period, add initial space to "addons"
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@@ -72,7 +71,7 @@
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urhealedamt_burn *= 0.55
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umsg += " as best as you can while they have clothing on"
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tmsg += " as best as they can while [target] has clothing on"
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target.heal_bodypart_damage(urhealedamt_brute,urhealedamt_burn)
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experience_given = CEILING((target.heal_bodypart_damage(urhealedamt_brute,urhealedamt_burn)/5),1)
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display_results(user, target, "<span class='notice'>[umsg].</span>",
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"[tmsg].",
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"[tmsg].")
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