//SKYRAT EDIT REMOVAL - MOVED - MEDICINE /* /* Blunt/Bone wounds */ // TODO: well, a lot really, but i'd kill to get overlays and a bonebreaking effect like Blitz: The League, similar to electric shock skeletons /datum/wound/blunt name = "Blunt (Bone) Wound" sound_effect = 'sound/effects/wounds/crack1.ogg' wound_type = WOUND_BLUNT wound_flags = (BONE_WOUND | ACCEPTS_GAUZE) /// Have we been bone gel'd? var/gelled /// Have we been taped? var/taped /// If we did the gel + surgical tape healing method for fractures, how many ticks does it take to heal by default var/regen_ticks_needed /// Our current counter for gel + surgical tape regeneration var/regen_ticks_current /// If we suffer severe head booboos, we can get brain traumas tied to them var/datum/brain_trauma/active_trauma /// What brain trauma group, if any, we can draw from for head wounds var/brain_trauma_group /// If we deal brain traumas, when is the next one due? var/next_trauma_cycle /// How long do we wait +/- 20% for the next trauma? var/trauma_cycle_cooldown /// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest var/internal_bleeding_chance = 0 /* Overwriting of base procs */ /datum/wound/blunt/wound_injury(datum/wound/old_wound = null) // hook into gaining/losing gauze so crit bone wounds can re-enable/disable depending if they're slung or not RegisterSignal(limb, list(COMSIG_BODYPART_GAUZED, COMSIG_BODYPART_GAUZE_DESTROYED), .proc/update_inefficiencies) if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group) processes = TRUE active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND) next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown) RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, .proc/attack_with_hurt_hand) if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity))) var/obj/item/I = victim.get_item_for_held_index(limb.held_index) if(istype(I, /obj/item/offhand)) I = victim.get_inactive_held_item() if(I && victim.dropItemToGround(I)) victim.visible_message(span_danger("[victim] drops [I] in shock!"), span_warning("The force on your [limb.name] causes you to drop [I]!"), vision_distance=COMBAT_MESSAGE_RANGE) update_inefficiencies() /datum/wound/blunt/remove_wound(ignore_limb, replaced) limp_slowdown = 0 limp_chance = 0 QDEL_NULL(active_trauma) if(limb) UnregisterSignal(limb, list(COMSIG_BODYPART_GAUZED, COMSIG_BODYPART_GAUZE_DESTROYED)) if(victim) UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK) return ..() /datum/wound/blunt/handle_process(delta_time, times_fired) . = ..() if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle) if(active_trauma) QDEL_NULL(active_trauma) else active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND) next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown) var/is_bone_creature = victim.get_biological_state() == BIO_JUST_BONE if(!gelled || (!taped && !is_bone_creature)) return regen_ticks_current++ if(victim.body_position == LYING_DOWN) if(DT_PROB(30, delta_time)) regen_ticks_current += 1 if(victim.IsSleeping() && DT_PROB(30, delta_time)) regen_ticks_current += 1 if(!is_bone_creature && DT_PROB(severity * 1.5, delta_time)) victim.take_bodypart_damage(rand(1, severity * 2), stamina=rand(2, severity * 2.5), wound_bonus=CANT_WOUND) if(prob(33)) to_chat(victim, span_danger("You feel a sharp pain in your body as your bones are reforming!")) if(regen_ticks_current > regen_ticks_needed) if(!victim || !limb) qdel(src) return to_chat(victim, span_green("Your [limb.name] has recovered from its [name]!")) remove_wound() /// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so /datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity) SIGNAL_HANDLER if(victim.get_active_hand() != limb || !victim.combat_mode || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE) return // With a severe or critical wound, you have a 15% or 30% chance to proc pain on hit if(prob((severity - 1) * 15)) // And you have a 70% or 50% chance to actually land the blow, respectively if(prob(70 - 20 * (severity - 1))) to_chat(victim, span_userdanger("The fracture in your [limb.name] shoots with pain as you strike [target]!")) limb.receive_damage(brute=rand(1,5)) else victim.visible_message(span_danger("[victim] weakly strikes [target] with [victim.p_their()] broken [limb.name], recoiling from pain!"), \ span_userdanger("You fail to strike [target] as the fracture in your [limb.name] lights up in unbearable pain!"), vision_distance=COMBAT_MESSAGE_RANGE) INVOKE_ASYNC(victim, /mob.proc/emote, "scream") victim.Stun(0.5 SECONDS) limb.receive_damage(brute=rand(3,7)) return COMPONENT_CANCEL_ATTACK_CHAIN /datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus) if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE) return if(ishuman(victim)) var/mob/living/carbon/human/human_victim = victim if(NOBLOOD in human_victim.dna?.species.species_traits) return if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg)) var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound switch(blood_bled) if(1 to 6) victim.bleed(blood_bled, TRUE) if(7 to 13) victim.visible_message("A thin stream of blood drips from [victim]'s mouth from the blow to [victim.p_their()] chest.", span_danger("You cough up a bit of blood from the blow to your chest."), vision_distance=COMBAT_MESSAGE_RANGE) victim.bleed(blood_bled, TRUE) if(14 to 19) victim.visible_message("Blood spews out of [victim]'s mouth from the blow to [victim.p_their()] chest!", span_danger("You spit out a string of blood from the blow to your chest!"), vision_distance=COMBAT_MESSAGE_RANGE) new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir) victim.bleed(blood_bled) if(20 to INFINITY) victim.visible_message(span_danger("Blood spurts out of [victim]'s mouth from the blow to [victim.p_their()] chest!"), span_danger("You choke up on a spray of blood from the blow to your chest!"), vision_distance=COMBAT_MESSAGE_RANGE) victim.bleed(blood_bled) new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir) victim.add_splatter_floor(get_step(victim.loc, victim.dir)) /datum/wound/blunt/get_examine_description(mob/user) if(!limb.current_gauze && !gelled && !taped) return ..() var/list/msg = list() if(!limb.current_gauze) msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]" else var/sling_condition = "" // how much life we have left in these bandages switch(limb.current_gauze.absorption_capacity) if(0 to 1.25) sling_condition = "just barely" if(1.25 to 2.75) sling_condition = "loosely" if(2.75 to 4) sling_condition = "mostly" if(4 to INFINITY) sling_condition = "tightly" msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened in a sling of [limb.current_gauze.name]" if(taped) msg += ", [span_notice("and appears to be reforming itself under some surgical tape!")]" else if(gelled) msg += ", [span_notice("with fizzing flecks of blue bone gel sparking off the bone!")]" else msg += "!" return "[msg.Join()]" /* New common procs for /datum/wound/blunt/ */ /datum/wound/blunt/proc/update_inefficiencies() SIGNAL_HANDLER if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)) if(limb.current_gauze?.splint_factor) limp_slowdown = initial(limp_slowdown) * limb.current_gauze.splint_factor limp_chance = initial(limp_chance) * limb.current_gauze.splint_factor else limp_slowdown = initial(limp_slowdown) limp_chance = initial(limp_chance) victim.apply_status_effect(STATUS_EFFECT_LIMP) else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)) if(limb.current_gauze?.splint_factor) interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_gauze.splint_factor) else interaction_efficiency_penalty = initial(interaction_efficiency_penalty) if(initial(disabling)) set_disabling(!limb.current_gauze) limb.update_wounds() /// Joint Dislocation (Moderate Blunt) /datum/wound/blunt/moderate name = "Joint Dislocation" desc = "Patient's bone has been unset from socket, causing pain and reduced motor function." treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice." examine_desc = "is awkwardly janked out of place" occur_text = "janks violently and becomes unseated" severity = WOUND_SEVERITY_MODERATE viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) interaction_efficiency_penalty = 1.3 limp_slowdown = 3 limp_chance = 50 threshold_minimum = 35 threshold_penalty = 15 treatable_tool = TOOL_BONESET wound_flags = (BONE_WOUND) status_effect_type = /datum/status_effect/wound/blunt/moderate scar_keyword = "bluntmoderate" /datum/wound/blunt/moderate/Destroy() if(victim) UnregisterSignal(victim, COMSIG_LIVING_DOORCRUSHED) return ..() /datum/wound/blunt/moderate/wound_injury(datum/wound/old_wound) . = ..() RegisterSignal(victim, COMSIG_LIVING_DOORCRUSHED, .proc/door_crush) /// Getting smushed in an airlock/firelock is a last-ditch attempt to try relocating your limb /datum/wound/blunt/moderate/proc/door_crush() SIGNAL_HANDLER if(prob(40)) victim.visible_message(span_danger("[victim]'s dislocated [limb.name] pops back into place!"), span_userdanger("Your dislocated [limb.name] pops back into place! Ow!")) remove_wound() /datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user) if(user.pulling != victim || user.zone_selected != limb.body_zone) return FALSE if(user.grab_state == GRAB_PASSIVE) to_chat(user, span_warning("You must have [victim] in an aggressive grab to manipulate [victim.p_their()] [lowertext(name)]!")) return TRUE if(user.grab_state >= GRAB_AGGRESSIVE) user.visible_message(span_danger("[user] begins twisting and straining [victim]'s dislocated [limb.name]!"), span_notice("You begin twisting and straining [victim]'s dislocated [limb.name]..."), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] begins twisting and straining your dislocated [limb.name]!")) if(!user.combat_mode) chiropractice(user) else malpractice(user) return TRUE /// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent /datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user) var/time = base_treat_time if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return if(prob(65)) user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.name] back into place!"), span_notice("You snap [victim]'s dislocated [limb.name] back into place!"), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.name] back into place!")) victim.emote("scream") limb.receive_damage(brute=20, wound_bonus=CANT_WOUND) qdel(src) else user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.name] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.name] around painfully!"), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.name] around painfully!")) limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) chiropractice(user) /// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent /datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user) var/time = base_treat_time if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return if(prob(65)) user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.name] with a sickening crack!"), span_danger("You snap [victim]'s dislocated [limb.name] with a sickening crack!"), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.name] with a sickening crack!")) victim.emote("scream") limb.receive_damage(brute=25, wound_bonus=30) else user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.name] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.name] around painfully!"), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.name] around painfully!")) limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) malpractice(user) /datum/wound/blunt/moderate/treat(obj/item/I, mob/user) if(victim == user) victim.visible_message(span_danger("[user] begins resetting [victim.p_their()] [limb.name] with [I]."), span_warning("You begin resetting your [limb.name] with [I]...")) else user.visible_message(span_danger("[user] begins resetting [victim]'s [limb.name] with [I]."), span_notice("You begin resetting [victim]'s [limb.name] with [I]...")) if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return if(victim == user) limb.receive_damage(brute=15, wound_bonus=CANT_WOUND) victim.visible_message(span_danger("[user] finishes resetting [victim.p_their()] [limb.name]!"), span_userdanger("You reset your [limb.name]!")) else limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) user.visible_message(span_danger("[user] finishes resetting [victim]'s [limb.name]!"), span_nicegreen("You finish resetting [victim]'s [limb.name]!"), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] resets your [limb.name]!")) victim.emote("scream") qdel(src) /* Severe (Hairline Fracture) */ /datum/wound/blunt/severe name = "Hairline Fracture" desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality." treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation." examine_desc = "appears grotesquely swollen, jagged bumps hinting at chips in the bone" occur_text = "sprays chips of bone and develops a nasty looking bruise" severity = WOUND_SEVERITY_SEVERE interaction_efficiency_penalty = 2 limp_slowdown = 6 limp_chance = 60 threshold_minimum = 60 threshold_penalty = 30 treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel) status_effect_type = /datum/status_effect/wound/blunt/severe scar_keyword = "bluntsevere" brain_trauma_group = BRAIN_TRAUMA_MILD trauma_cycle_cooldown = 1.5 MINUTES internal_bleeding_chance = 40 wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE) regen_ticks_needed = 120 // ticks every 2 seconds, 240 seconds, so roughly 4 minutes default /// Compound Fracture (Critical Blunt) /datum/wound/blunt/critical name = "Compound Fracture" desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb." treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP." examine_desc = "is thoroughly pulped and cracked, exposing shards of bone to open air" occur_text = "cracks apart, exposing broken bones to open air" severity = WOUND_SEVERITY_CRITICAL interaction_efficiency_penalty = 2.5 limp_slowdown = 7 limp_chance = 70 sound_effect = 'sound/effects/wounds/crack2.ogg' threshold_minimum = 115 threshold_penalty = 50 disabling = TRUE treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel) status_effect_type = /datum/status_effect/wound/blunt/critical scar_keyword = "bluntcritical" brain_trauma_group = BRAIN_TRAUMA_SEVERE trauma_cycle_cooldown = 2.5 MINUTES internal_bleeding_chance = 60 wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE) regen_ticks_needed = 240 // ticks every 2 seconds, 480 seconds, so roughly 8 minutes default // doesn't make much sense for "a" bone to stick out of your head /datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited) if(L.body_zone == BODY_ZONE_HEAD) occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood" examine_desc = "has an unsettling indent, with bits of skull poking out" . = ..() /// if someone is using bone gel on our wound /datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user) // skellies get treated nicer with bone gel since their "reattach dismembered limbs by hand" ability sucks when it's still critically wounded if(victim.get_biological_state() == BIO_JUST_BONE) skelly_gel(I, user) return if(gelled) to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!")) return user.visible_message(span_danger("[user] begins hastily applying [I] to [victim]'s' [limb.name]..."), span_warning("You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name], disregarding the warning label...")) if(!do_after(user, base_treat_time * 1.5 * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return I.use(1) victim.emote("scream") if(user != victim) user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.name]!"), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] finishes applying [I] to your [limb.name], and you can feel the bones exploding with pain as they begin melting and reforming!")) else var/painkiller_bonus = 0 if(victim.drunkenness > 10) painkiller_bonus += 10 if(victim.reagents.has_reagent(/datum/reagent/medicine/morphine)) painkiller_bonus += 20 if(victim.reagents.has_reagent(/datum/reagent/determination)) painkiller_bonus += 10 if(victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/painkiller)) painkiller_bonus += 15 if(victim.reagents.has_reagent(/datum/reagent/medicine/mine_salve)) painkiller_bonus += 20 if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers victim.visible_message(span_danger("[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!"), span_notice("You pass out from the pain of applying [I] to your [limb.name] before you can finish!")) victim.AdjustUnconscious(5 SECONDS) return victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.name], grimacing from the pain!"), span_notice("You finish applying [I] to your [limb.name], and your bones explode in pain!")) limb.receive_damage(25, stamina=100, wound_bonus=CANT_WOUND) gelled = TRUE /// skellies are less averse to bone gel, since they're literally all bone /datum/wound/blunt/proc/skelly_gel(obj/item/stack/medical/bone_gel/I, mob/user) if(victim.get_biological_state() != BIO_JUST_BONE) return // poser if(gelled) to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!")) return user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [limb.name]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...")) if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return I.use(1) if(user != victim) user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.name]!"), ignored_mobs=victim) to_chat(victim, span_userdanger("[user] finishes applying [I] to your [limb.name], and you feel a funny fizzy tickling as they begin to reform!")) else victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.name], emitting a funny fizzing sound!"), span_notice("You finish applying [I] to your [limb.name], and feel a funny fizzy tickling as the bone begins to reform!")) gelled = TRUE processes = TRUE /// if someone is using surgical tape on our wound /datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user) if(!gelled) to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!")) return if(taped) to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.name] is already wrapped in [I.name] and reforming!")) return user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [limb.name]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...")) if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return if(victim == user) regen_ticks_needed *= 1.5 I.use(1) if(user != victim) user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.name]!"), ignored_mobs=victim) to_chat(victim, span_green("[user] finishes applying [I] to your [limb.name], you immediately begin to feel your bones start to reform!")) else victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.name], !"), span_green("You finish applying [I] to your [limb.name], and you immediately begin to feel your bones start to reform!")) taped = TRUE processes = TRUE /datum/wound/blunt/treat(obj/item/I, mob/user) if(istype(I, /obj/item/stack/medical/bone_gel)) gel(I, user) else if(istype(I, /obj/item/stack/sticky_tape/surgical)) tape(I, user) /datum/wound/blunt/get_scanner_description(mob/user) . = ..() . += "
" if(severity > WOUND_SEVERITY_MODERATE) if(victim.get_biological_state() == BIO_JUST_BONE) if(!gelled) . += "Recommended Treatment: Apply bone gel directly to injured limb. Creatures of pure bone don't seem to mind bone gel application nearly as much as fleshed individuals. Surgical tape will also be unnecessary.\n" else . += "[span_notice("Note: Bone regeneration in effect. Bone is [round(regen_ticks_current*100/regen_ticks_needed)]% regenerated.")]\n" else if(!gelled) . += "Alternative Treatment: Apply bone gel directly to injured limb, then apply surgical tape to begin bone regeneration. This is both excruciatingly painful and slow, and only recommended in dire circumstances.\n" else if(!taped) . += "[span_notice("Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow, though sleep or laying down will speed recovery.")]\n" else . += "[span_notice("Note: Bone regeneration in effect. Bone is [round(regen_ticks_current*100/regen_ticks_needed)]% regenerated.")]\n" if(limb.body_zone == BODY_ZONE_HEAD) . += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired." else if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume) . += "Ribcage Trauma Detected: Further trauma to chest is likely to worsen internal bleeding until bone is repaired." . += "
" */