Make blood loss/heart removal make sense

Right now it gives you 300 toxin damage "to be sure" you die. That's a little odd. Especially on health scanners after someone has bled to death. And you can't do heart transplants. We can do heart transplants now in 2017. 3500 per year. Pretty sure they won't forget how by 2561 or whatever.

This makes having no heart or too little blood do 75 oxyloss per tick. Enough to kill you eight seconds if you have no special care. It becomes 15 per tick with dexP which is fast enough to kill you "pretty fastly" and slow enough you can swap out a heart in surgery.

With dexP+dex+tric it becomes a meager 10ish per tick, but an inevitable 10 per tick as they are literally now full of every oxyloss removing drug in the game. So you can survive a couple of minutes, max, with not enough blood. You're still paralyzed and eye_blurry for most of it. You should probably be in surgery.
This commit is contained in:
Arokha Sieyes
2017-03-01 15:58:42 -05:00
parent 8d82920e52
commit e1da67d37f

View File

@@ -109,12 +109,14 @@ var/const/BLOOD_VOLUME_SURVIVE = 40
if(prob(15))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]"
else
// There currently is a strange bug here. If the mob is not below -100 health
// when death() is called, apparently they will be just fine, and this way it'll
// spam deathgasp. Adjusting toxloss ensures the mob will stay dead.
toxloss += 300 // just to be safe!
death()
else //Not enough blood to survive (usually)
if(!pale)
pale = 1
update_body()
eye_blurry = max(eye_blurry,6)
Paralyse(3)
toxloss += 3
oxyloss += 75 // 15 more than dexp fixes (also more than dex+dexp+tricord)
// Without enough blood you slowly go hungry.
if(blood_volume < BLOOD_VOLUME_SAFE)