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[MIRROR] Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#676)
* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#53349) #53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits. Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor. Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half. Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent! * Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
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@@ -228,8 +228,10 @@
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var/allowed = FALSE
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// check if we have a valid treatable tool (or, if cauteries are allowed, if we have something hot)
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if((I.tool_behaviour == treatable_tool) || (treatable_tool == TOOL_CAUTERY && I.get_temperature()))
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// check if we have a valid treatable tool
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if(I.tool_behaviour == treatable_tool)
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allowed = TRUE
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else if(treatable_tool == TOOL_CAUTERY && I.get_temperature() && user == victim) // allow improvised cauterization on yourself without an aggro grab
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allowed = TRUE
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// failing that, see if we're aggro grabbing them and if we have an item that works for aggro grabs only
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else if(user.pulling == victim && user.grab_state >= GRAB_AGGRESSIVE && check_grab_treatments(I, user))
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@@ -72,10 +72,14 @@
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if(blood_flow <= 0)
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qdel(src)
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/datum/wound/pierce/check_grab_treatments(obj/item/I, mob/user)
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if(I.get_temperature()) // if we're using something hot but not a cautery, we need to be aggro grabbing them first, so we don't try treating someone we're eswording
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return TRUE
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/datum/wound/pierce/treat(obj/item/I, mob/user)
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if(istype(I, /obj/item/stack/medical/suture))
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suture(I, user)
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else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
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else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature())
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tool_cauterize(I, user)
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/datum/wound/pierce/on_xadone(power)
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@@ -86,14 +90,14 @@
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. = ..()
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blood_flow -= 0.05 * power // 20u * 0.05 = -1 blood flow, less than with slashes but still good considering smaller bleed rates
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/// If someone is using a suture to close this cut
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/// If someone is using a suture to close this puncture
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/datum/wound/pierce/proc/suture(obj/item/stack/medical/suture/I, mob/user)
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var/self_penalty_mult = (user == victim ? 1.4 : 1)
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user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
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if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
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return
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user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
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var/blood_sutured = I.stop_bleeding / self_penalty_mult * 0.5
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var/blood_sutured = I.stop_bleeding / self_penalty_mult
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blood_flow -= blood_sutured
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limb.heal_damage(I.heal_brute, I.heal_burn)
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I.use(1)
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@@ -105,16 +109,18 @@
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/// If someone is using either a cautery tool or something with heat to cauterize this pierce
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/datum/wound/pierce/proc/tool_cauterize(obj/item/I, mob/user)
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var/self_penalty_mult = (user == victim ? 1.5 : 1)
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user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
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if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
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var/improv_penalty_mult = (I.tool_behaviour == TOOL_CAUTERY ? 1 : 1.25) // 25% longer and less effective if you don't use a real cautery
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var/self_penalty_mult = (user == victim ? 1.5 : 1) // 50% longer and less effective if you do it to yourself
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user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
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if(!do_after(user, base_treat_time * self_penalty_mult * improv_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
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return
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user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
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limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
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if(prob(30))
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victim.emote("scream")
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var/blood_cauterized = (0.6 / self_penalty_mult) * 0.5
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var/blood_cauterized = (0.6 / (self_penalty_mult * improv_penalty_mult))
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blood_flow -= blood_cauterized
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if(blood_flow > 0)
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@@ -131,11 +131,13 @@
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/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user)
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if(istype(I, /obj/item/gun/energy/laser))
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return TRUE
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if(I.get_temperature()) // if we're using something hot but not a cautery, we need to be aggro grabbing them first, so we don't try treating someone we're eswording
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return TRUE
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/datum/wound/slash/treat(obj/item/I, mob/user)
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if(istype(I, /obj/item/gun/energy/laser))
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las_cauterize(I, user)
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else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
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else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature())
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tool_cauterize(I, user)
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else if(istype(I, /obj/item/stack/medical/suture))
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suture(I, user)
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@@ -201,16 +203,18 @@
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/// If someone is using either a cautery tool or something with heat to cauterize this cut
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/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
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var/self_penalty_mult = (user == victim ? 1.5 : 1)
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user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
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if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
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var/improv_penalty_mult = (I.tool_behaviour == TOOL_CAUTERY ? 1 : 1.25) // 25% longer and less effective if you don't use a real cautery
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var/self_penalty_mult = (user == victim ? 1.5 : 1) // 50% longer and less effective if you do it to yourself
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user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
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if(!do_after(user, base_treat_time * self_penalty_mult * improv_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
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return
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user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
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limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
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if(prob(30))
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victim.emote("scream")
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var/blood_cauterized = (0.6 / self_penalty_mult)
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var/blood_cauterized = (0.6 / (self_penalty_mult * improv_penalty_mult))
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blood_flow -= blood_cauterized
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if(blood_flow > minimum_flow)
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