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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
420 lines
15 KiB
Plaintext
420 lines
15 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "retractor"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "clamps"
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custom_materials = list(/datum/material/iron=6000, /datum/material/glass=3000)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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tool_behaviour = TOOL_RETRACTOR
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toolspeed = 1
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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toolspeed = 0.5
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/obj/item/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "hemostat"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "clamps"
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custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("attacked", "pinched")
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tool_behaviour = TOOL_HEMOSTAT
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toolspeed = 1
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "cautery"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "cautery"
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custom_materials = list(/datum/material/iron=2500, /datum/material/glass=750)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("burnt")
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tool_behaviour = TOOL_CAUTERY
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toolspeed = 1
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/obj/item/cautery/augment
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desc = "A heated element that cauterizes wounds."
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toolspeed = 0.5
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/obj/item/surgicaldrill
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name = "surgical drill"
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desc = "You can drill using this item. You dig?"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL | EYE_STAB
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("drilled")
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tool_behaviour = TOOL_DRILL
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toolspeed = 1
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/obj/item/surgicaldrill/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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addtimer(CALLBACK(user, /mob/living/carbon.proc/gib, null, null, TRUE, TRUE), 25)
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user.SpinAnimation(3, 10)
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playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
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return (MANUAL_SUICIDE)
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/obj/item/surgicaldrill/augment
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desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens."
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hitsound = 'sound/weapons/circsawhit.ogg'
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/scalpel
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name = "scalpel"
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desc = "Cut, cut, and once more cut."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "scalpel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "scalpel"
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL | EYE_STAB
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force = 10
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron=4000, /datum/material/glass=1000)
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = IS_SHARP_ACCURATE
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tool_behaviour = TOOL_SCALPEL
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toolspeed = 1
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bare_wound_bonus = 20
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/obj/item/scalpel/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0)
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/obj/item/scalpel/augment
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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toolspeed = 0.5
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/obj/item/scalpel/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/circular_saw
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name = "circular saw"
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desc = "For heavy duty cutting."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "saw"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9
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throw_speed = 2
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throw_range = 5
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custom_materials = list(/datum/material/iron=1000)
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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sharpness = IS_SHARP
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tool_behaviour = TOOL_SAW
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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/obj/item/circular_saw/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //saws are very accurate and fast at butchering
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/obj/item/circular_saw/augment
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desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon."
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w_class = WEIGHT_CLASS_SMALL
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force = 10
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toolspeed = 0.5
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/obj/item/surgical_drapes
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name = "surgical drapes"
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desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "surgical_drapes"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "drapes"
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("slapped")
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/obj/item/surgical_drapes/attack(mob/living/M, mob/user)
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if(!attempt_initiate_surgery(src, M, user))
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..()
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/obj/item/organ_storage //allows medical cyborgs to manipulate organs without hands
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name = "organ storage bag"
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desc = "A container for holding body parts."
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icon = 'icons/obj/storage.dmi'
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icon_state = "evidenceobj"
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item_flags = SURGICAL_TOOL
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/obj/item/organ_storage/afterattack(obj/item/I, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(contents.len)
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to_chat(user, "<span class='warning'>[src] already has something inside it!</span>")
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return
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if(!isorgan(I) && !isbodypart(I))
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to_chat(user, "<span class='warning'>[src] can only hold body parts!</span>")
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return
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user.visible_message("<span class='notice'>[user] puts [I] into [src].</span>", "<span class='notice'>You put [I] inside [src].</span>")
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icon_state = "evidence"
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var/xx = I.pixel_x
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var/yy = I.pixel_y
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I.pixel_x = 0
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I.pixel_y = 0
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var/image/img = image("icon"=I, "layer"=FLOAT_LAYER)
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img.plane = FLOAT_PLANE
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I.pixel_x = xx
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I.pixel_y = yy
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add_overlay(img)
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add_overlay("evidence")
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desc = "An organ storage container holding [I]."
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I.forceMove(src)
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w_class = I.w_class
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/obj/item/organ_storage/attack_self(mob/user)
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if(contents.len)
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var/obj/item/I = contents[1]
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user.visible_message("<span class='notice'>[user] dumps [I] from [src].</span>", "<span class='notice'>You dump [I] from [src].</span>")
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cut_overlays()
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I.forceMove(get_turf(src))
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icon_state = "evidenceobj"
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desc = "A container for holding body parts."
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else
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to_chat(user, "<span class='notice'>[src] is empty.</span>")
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return
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/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
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name = "\improper Surgical Processor"
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desc = "A device for scanning and initiating surgeries from a disk or operating computer."
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icon = 'icons/obj/device.dmi'
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icon_state = "spectrometer"
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item_flags = NOBLUDGEON
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var/list/advanced_surgeries = list()
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/obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(istype(O, /obj/item/disk/surgery))
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to_chat(user, "<span class='notice'>You load the surgery protocol from [O] into [src].</span>")
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var/obj/item/disk/surgery/D = O
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if(do_after(user, 10, target = O))
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advanced_surgeries |= D.surgeries
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return TRUE
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if(istype(O, /obj/machinery/computer/operating))
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to_chat(user, "<span class='notice'>You copy surgery protocols from [O] into [src].</span>")
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var/obj/machinery/computer/operating/OC = O
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if(do_after(user, 10, target = O))
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advanced_surgeries |= OC.advanced_surgeries
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return TRUE
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return
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/obj/item/scalpel/advanced
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name = "laser scalpel"
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desc = "An advanced scalpel which uses laser technology to cut."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "scalpel_a"
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hitsound = 'sound/weapons/blade1.ogg'
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force = 16
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toolspeed = 0.7
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light_color = LIGHT_COLOR_GREEN
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sharpness = IS_SHARP_ACCURATE
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/obj/item/scalpel/advanced/Initialize()
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. = ..()
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set_light(1)
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/obj/item/scalpel/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/machines/click.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_SCALPEL)
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tool_behaviour = TOOL_SAW
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to_chat(user, "<span class='notice'>You increase the power of [src], now it can cut bones.</span>")
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set_light(2)
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force += 1 //we don't want to ruin sharpened stuff
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icon_state = "saw_a"
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else
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tool_behaviour = TOOL_SCALPEL
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to_chat(user, "<span class='notice'>You lower the power of [src], it can no longer cut bones.</span>")
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set_light(1)
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force -= 1
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icon_state = "scalpel_a"
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/obj/item/scalpel/advanced/examine()
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. = ..()
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. += " It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode."
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/obj/item/retractor/advanced
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name = "mechanical pinches"
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desc = "An agglomerate of rods and gears."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "retractor_a"
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toolspeed = 0.7
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/obj/item/retractor/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_RETRACTOR)
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tool_behaviour = TOOL_HEMOSTAT
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to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in hemostat mode.</span>")
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icon_state = "hemostat_a"
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else
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tool_behaviour = TOOL_RETRACTOR
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to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in retractor mode.</span>")
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icon_state = "retractor_a"
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/obj/item/retractor/advanced/examine()
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. = ..()
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. += " It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]."
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/obj/item/surgicaldrill/advanced
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name = "searing tool"
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desc = "It projects a high power laser used for medical application."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "surgicaldrill_a"
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hitsound = 'sound/items/welder.ogg'
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toolspeed = 0.7
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light_color = LIGHT_COLOR_RED
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/obj/item/surgicaldrill/advanced/Initialize()
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. = ..()
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set_light(1)
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/obj/item/surgicaldrill/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/weapons/tap.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_DRILL)
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tool_behaviour = TOOL_CAUTERY
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to_chat(user, "<span class='notice'>You focus the lenses of [src], it is now in mending mode.</span>")
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icon_state = "cautery_a"
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else
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tool_behaviour = TOOL_DRILL
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to_chat(user, "<span class='notice'>You dilate the lenses of [src], it is now in drilling mode.</span>")
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icon_state = "surgicaldrill_a"
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/obj/item/surgicaldrill/advanced/examine()
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. = ..()
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. += " It's set to [tool_behaviour == TOOL_DRILL ? "drilling" : "mending"] mode."
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/obj/item/shears
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name = "amputation shears"
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desc = "A type of heavy duty surgical shears used for achieving a clean separation between limb and patient. Keeping the patient still is imperative to be able to secure and align the shears."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "shears"
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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toolspeed = 1
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force = 12
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 6
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throw_speed = 2
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throw_range = 5
|
|
custom_materials = list(/datum/material/iron=8000, /datum/material/titanium=6000)
|
|
attack_verb = list("sheared", "snipped")
|
|
sharpness = IS_SHARP
|
|
custom_premium_price = 1800
|
|
|
|
/obj/item/shears/attack(mob/living/M, mob/user)
|
|
if(!iscarbon(M) || user.a_intent != INTENT_HELP)
|
|
return ..()
|
|
|
|
if(user.zone_selected == BODY_ZONE_CHEST)
|
|
return ..()
|
|
|
|
var/mob/living/carbon/patient = M
|
|
|
|
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
|
|
to_chat(user, "<span class='warning'>The patient's limbs look too sturdy to amputate.</span>")
|
|
return
|
|
|
|
var/candidate_name
|
|
var/obj/item/organ/tail_snip_candidate
|
|
var/obj/item/bodypart/limb_snip_candidate
|
|
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
|
|
tail_snip_candidate = patient.getorganslot(ORGAN_SLOT_TAIL)
|
|
if(!tail_snip_candidate)
|
|
to_chat(user, "<span class='warning'>[patient] does not have a tail.</span>")
|
|
return
|
|
candidate_name = tail_snip_candidate.name
|
|
|
|
else
|
|
limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
|
|
if(!limb_snip_candidate)
|
|
to_chat(user, "<span class='warning'>[patient] is already missing that limb, what more do you want?</span>")
|
|
return
|
|
candidate_name = limb_snip_candidate.name
|
|
|
|
var/amputation_speed_mod
|
|
|
|
patient.visible_message("<span class='danger'>[user] begins to secure [src] around [patient]'s [candidate_name].</span>", "<span class='userdanger'>[user] begins to secure [src] around your [candidate_name]!</span>")
|
|
playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
|
|
if(patient.stat == DEAD || patient.stat == UNCONSCIOUS || patient.IsStun()) //Stun is used by paralytics like curare it should not be confused with the more common paralyze.
|
|
amputation_speed_mod = 0.5
|
|
else if(patient.jitteriness >= 1)
|
|
amputation_speed_mod = 1.5
|
|
else
|
|
amputation_speed_mod = 1
|
|
|
|
if(do_after(user, toolspeed * 150 * amputation_speed_mod, target = patient))
|
|
playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE)
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO
|
|
tail_snip_candidate.Remove(patient)
|
|
tail_snip_candidate.forceMove(get_turf(patient))
|
|
else
|
|
limb_snip_candidate.dismember()
|
|
user.visible_message("<span class='danger'>[src] violently slams shut, amputating [patient]'s [candidate_name].</span>", "<span class='notice'>You amputate [patient]'s [candidate_name] with [src].</span>")
|
|
|
|
/obj/item/bonesetter
|
|
name = "bonesetter"
|
|
desc = "For setting things right."
|
|
icon = 'icons/obj/surgery.dmi'
|
|
icon_state = "bone setter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500)
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
attack_verb = list("corrected", "properly set")
|
|
tool_behaviour = TOOL_BONESET
|
|
toolspeed = 1
|