clDissectby
add: Examining a dissected body will provide insight on the highest tier performed.
fix: You can do ayy dissection now if you get the tech
fix: FINALLY fixed the surgery logic correctly
/cl
cl Cobby
balance: Tend Wounds is -2 Steps (Scalpel > Healing w Hemo > Cautery)
fix: Borgs can now perform Tend Wounds
add: Anti-spam on Tend Wounds (Starting Message only, Result Message untouched)
admin: The incise step for Tend Wounds does not cause damage, making it borg friendly.
/cl
Why
Tend wounds should be the baseline so let's make it easy to perform.
* fix meter work on un initialized pipe
* fix runtime in process_cell
whet it try to call to wrong type turf
* fix roundstart runtime in debug sungery disc
* fix return_air() runtime
Runtime in pipes.dm, line 52: Cannot read null.air
* s
* Update surgery.dm
* Update pipes.dm
* Update meter.dm
* Update LINDA_turf_tile.dm
* Disable atmos processing in outer border on load.
* Update map_template.dm
* Update map_template.dm
* Update map_template.dm
* Update pipes.dm
more runtimes for good of runtimes
About The Pull Request & Why
Dissection (Prev Experimental Dissection) Is Now Roundstart
Goal:give medbay a task they can do outside of normal healing on the off chance they're overstaffed and/or are in need of work.
Dissection (Prev Experimental Dissection) Is Now Tiered
Goal: I'm still not seeing competition in the medical tree that I'd like to see. Now that science benefits from going to this tree, I expect it to be a prominent if not the main pick.
Goal: Provide Medical bargaining power with Science. Want you cool gear bros? Better indulge us a bit if you want us to farm corpses.
NOTE: You will NOT be punished for doing low tiered surgeries then unlocking further tiers. It adjusts your rewards depending on if the body has been experimented on before and gives you the difference, it will not block you from doing the surgery entirely.
Repeatability
Goal: Make it less balanced around the all/nothing mechanic and more with rewarding constantly running the surgery.
Failing the surgery will give you a pity amount (1%, something slightly more than none in grand scheme) but more importantly will NOT add the trait that disables you from using that body for the surgery again.
Silicons can now perform dissection
Since It's not All/Nothing I decided to allow silicons to be able to help out. This is the first (and only) surgery that they can potentially fail.
Nerfs (yikes!)
Needed to nerf it to compensate for the fact that it was now roundstart. The hardest one was pointgain. I decided to mega nerf it so tiered would be desired. This was also a result in the shift of balance off the RNG and more on the repeatability.
Dissection Can Now Be Performed on ANY LIVING MOB
Goal: Cooperation between Mining (returning Mobs) and Medbay (turning these mobs into points)
The foundation is really lacking imo since I didn't want to dance around with numbers in this PR. Currently all mobs that aren't human and aren't explicitly listed in check_value are 300 points per surgery.
I hope you guys can add more mobs to the pool with better rewards (imagine dissecting the dragon for science!)
Dissection Surgery Minor Edits
Step Configuration Edit
Needed to change just for repeatability in the dissect step (didn't like the end step being the proceeding step).
I replaced the incision step with a post-dissection clamp step to keep the theme of scalpel > hemo (dissection uses scalpel)
Implement Changes / Probability Effects
Rewards using the researched tools (further integrates medsci coop), lowers standard gear to appropriately balance higher tiers.
MISC
Prices are Define Bound
Everything is relative to a single number via calculating off a define instead of independent values. Balance discussion shifts from "Is X number fair" to a more tangible "Is this mob worth X times the amount of a normal human". If everything is strong/low we can just edit a single number!
Let me know if there's any undoc'd changes!
Changelog
cl Cobby x Medbay
balance: (Experimental) Dissection is now roundstart.
balance: (Experimental) Dissection is now tiered and give higher point outputs than their predecessors.
add: All living mobs with corpses can be dissected.
code: Attention, all ss13 gamers! I need YOUR help adding mobs to the pool so they don't get the lame 60% of normal human pricing! You can dissect DRAGONS FOR CRY IT OUT LOUD!
balance: You are NOT punished for doing the lower tier surgeries then unlocking higher ones!
add: Borgs can perform dissection but they are not 100% successful.
tweak: Shifts balance of dissection surgery towards spammability vs. rng mechanic.
balance: All point rewards are severely nerfed to promote doing this multiple times (since it's now available from the getgo).
tweak: If you fail the dissection step, you get a pity reward (1% credits) and can repeat the step until you successfully dissect the being.
tweak: Lowered probabilty of success on default tools, increased probability for researched tools.
tweak: removed 2nd incision step, added clamp step post dissection (repeatability purposes).
/cl
Adds a modifier to probability for SBs, making them better than both
tables and beds but not as good as dedicated surgery tables.
It allows for a decision making process that previously would rarely
exist since a 0% bonus compared to a 100% bonus is pretty steep (if
you knew it didn't have one). Now you trade 10% for the perks of being
in stasis.
* beep
* fixes my mental lapse of trying to logic
* im not sure what sybtypes is
* Automation/Lowered Adv Surgery Node
* Update medical_designs.dm
* old var not needed
* Update code/modules/research/designs/medical_designs.dm
🆑 coiax
add: Abductor scientists, or people who have had training similar to an
abductor's scientist will be able to examine alien glands to determine
their scientific purpose.
/🆑
Had a lot of fun making up dumb sciencey sounding explanations for the
glands.
Removes the "scientist" var from the species datum, don't need that
anymore.
TRAIT_ABDUCTOR_TRAINING and TRAIT_ABDUCTOR_SCIENTIST_TRAINING are the
important key traits here, assigned in the antag datum. Being an
abductor doesn't give you experience with all their tools, after all.
TRAIT_SURGEON (another trait the ayy scientist has) gives you access to
all surgeries, rather than a more snowflake-style species check.
Adds the Surgical Processor upgrade for medical cyborgs, available from exosuit
fabricators after 'Cyborg Utilities: Medical' is researched. This upgrade
allows medical cyborgs to scan surgery disks, or copy procedures from an
operating computer. The cyborg can then initiate scanned procedures. Cyborgs
can also now perform surgery steps that have no instrument requirement.
Medical cyborgs were generally unable to perform any advanced surgeries outside
of some specific circumstances. This update allows cyborgs to make use of the
advanced surgeries. Some advanced surgeries have steps that require a hand
without any tools; this update allows cyborgs to perform these steps as well.
Note that surgeries must be obtained through research or a disk somehow before
the cyborgs can scan them.
Removes needless back-and-forth with surgery disks, making advanced surgery a
bit less annoying to set up. Disks still work to install surgeries locally,
although the only disk currently obtainable is the traitor brainwashing disk.
* Extensive surgery additions
* ,
* bioware
* restrict
* implants
* oops my hand slipped
* "i only changed a few lines, surely it's gonna compile, let's just push it and be done with it" --me, once again
* zombie surgery
* Adds brainwashing antag datum
* Antur Reviews
* @Antur part 2
* wow
* wip
* wip2
* makes code actually compile on 511 + fixes
* versioning
* s
* adds python conversion script, schema change and removes 'force ' from item_used_for_combat
* fix to compile
* forgot to actually commit this
* Try to make some steps repeatable
* Done making repeatable steps
Organ manipulation steps now repeatable
Dummy robotic prosthesis organ manipulation step
* few more steps
* implant removal for augmentations
* Moves checks for psuedolimbs(chainsaws, armblades) into dismemberment
* Introduces psuedoparts for limbs, which some surgeries don't work on. Prevents silly things like putting a toolset in an armblade.
* Spelling, TRUE/FALSE defines, and removal of unnecessary setter.
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.
- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.
* More merge conflict fixes and adding the new files I forgot to add.
* of course I forgot birdstation
* More typos and stuff I forgot to undo.
* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)
* Fixing more conflicts with remie's multihands PR.
* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().
* Derp, forgot to remove debug message.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
-SPRITES SPRITES SPRITES
-Hopefully fixes create_antag and team problems
-Fixes the Inactive Eye on follow list
-Removes redundant and adds needed checks
-Neater adv camera code
-Minor balance tweaks
-Fixes instant first activation of glands
-Adds 3 mostly negative glands
-Adds anti-tracking helmet to agent equipment
-Makes experimental dissection ignore clothes
-Way out for trapped humans : Mash random buttons
-Abductors now virus immune (also golems and skeletons)
-File cleanup
-Teleporter functionality for camera
Reworks limb surgery/limb augmentation.dm to use a Switch
Ignore changes to do with "Requires_organic_chest" I removed it, but since re added it as it was preventing an exploit
Made it Easier to create your own Multiple location surgeries, updated surgery/multiple_location_example.dm to reflect this
Updated surgery/limb augmentation.dm to this new way of handling Multiple location surgeries.