Merge pull request #271 from Orotheim/Xenobiology-Nerf

Xenobiology Nerf Round 2
This commit is contained in:
evilew
2024-09-14 11:41:55 +02:00
committed by GitHub
4 changed files with 52 additions and 11 deletions
@@ -1521,3 +1521,40 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
name = "Synthi-Sanguirite"
description = "A synthetic coagulant used to help bleeding wounds clot faster. Not quite as effective as name brand Sanguirite, especially on patients with lots of cuts."
clot_coeff_per_wound = 0.8
//Chem for regen extracts to use
/datum/reagent/medicine/pure_regen_jelly
name = "Pure Regenerative Jelly"
description = "Very pure form of regenerative jelly that regenerates all types of damage rapidly, without harming slime anatomy."
reagent_state = LIQUID
color = "#91D865"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
taste_description = "jelly"
can_synth = FALSE
/datum/reagent/medicine/pure_regen_jelly/on_mob_life(mob/living/carbon/M)
M.adjustBruteLoss(-5*REM, 0)
M.adjustFireLoss(-5*REM, 0)
M.adjustOxyLoss(-5*REM, 0)
M.adjustToxLoss(-5*REM, 0, TRUE) //heals TOXINLOVERs
. = 1
..()
/datum/reagent/medicine/pure_neo_jelly
name = "Pure Neo Jelly"
description = "Pure Neo-Jelly that rapidly heals all damage."
reagent_state = LIQUID
metabolization_rate = 0.25 * REAGENTS_METABOLISM
color = "#91D865"
taste_description = "jelly"
can_synth = FALSE
/datum/reagent/medicine/pure_neo_jelly/on_mob_life(mob/living/carbon/M)
M.adjustBruteLoss(-1*REM, 0)
M.adjustFireLoss(-1*REM, 0)
M.adjustOxyLoss(-1*REM, 0)
M.adjustToxLoss(-1*REM, 0, TRUE) //heals TOXINLOVERs
M.heal_bodypart_damage(3,3)
. = 1
..()
@@ -491,6 +491,8 @@ datum/status_effect/rebreathing/tick()
/datum/status_effect/stabilized/purple/tick()
var/is_healing = FALSE
if(owner.nutrition <= NUTRITION_LEVEL_STARVING) //No healing if you don't eat
return..()
if(owner.getBruteLoss() > 0)
owner.adjustBruteLoss(-0.2)
is_healing = TRUE
@@ -503,6 +505,7 @@ datum/status_effect/rebreathing/tick()
if(is_healing)
examine_text = "<span class='warning'>SUBJECTPRONOUN is regenerating slowly, purplish goo filling in small injuries!</span>"
new /obj/effect/temp_visual/heal(get_turf(owner), "#FF0000")
owner.nutrition -= 5 //Drains nutrition to heal. Idea is to make it seem like it's just speeding up natural regeneration significantly
else
examine_text = null
..()
@@ -544,8 +547,8 @@ datum/status_effect/stabilized/blue/on_remove()
/datum/status_effect/stabilized/yellow
id = "stabilizedyellow"
colour = "yellow"
var/cooldown = 10
var/max_cooldown = 10
var/cooldown = 30
var/max_cooldown = 30
examine_text = "<span class='warning'>Nearby electronics seem just a little more charged wherever SUBJECTPRONOUN goes.</span>"
/datum/status_effect/stabilized/yellow/tick()
@@ -601,6 +604,7 @@ datum/status_effect/stabilized/blue/on_remove()
colour = "dark blue"
/datum/status_effect/stabilized/darkblue/tick()
owner.adjust_bodytemperature(min(-1.5)) //Makes you colder, you are soaking wet after all
if(owner.fire_stacks > 0 && prob(80))
owner.fire_stacks--
if(owner.fire_stacks <= 0)
@@ -30,7 +30,7 @@ Regenerative extracts:
user.visible_message("<span class='notice'>[user] crushes the [src] over [user.p_them()]self, the milky goo quickly seeping into [user.p_their()] skin!</span>",
"<span class='notice'>You squeeze the [src], and it bursts in your hand, splashing you with milky goo which seeps into your skin!</span>")
core_effect_before(H, user)
target.reagents.add_reagent(/datum/reagent/medicine/regen_jelly,30) //TODO Make these stronger, No aheals but I'll make a new medicine for these to add that heals faster.
target.reagents.add_reagent(/datum/reagent/medicine/pure_regen_jelly,5) //No instant aheals. Gives medicine instead, extremely fast acting and very powerful. But not instant.
core_effect(H, user)
playsound(target, 'sound/effects/splat.ogg', 40, 1)
qdel(src)
@@ -51,7 +51,7 @@ Regenerative extracts:
colour = "purple"
/obj/item/slimecross/regenerative/purple/core_effect(mob/living/target, mob/user)
target.reagents.add_reagent(/datum/reagent/medicine/neo_jelly,15) //Varies what it applies so you get two powerful healing chems at once.
target.reagents.add_reagent(/datum/reagent/medicine/pure_neo_jelly,5) //Varies what it applies so you get two powerful healing chems at once since Purples are all about healing.
/obj/item/slimecross/regenerative/blue
colour = "blue"
+7 -7
View File
@@ -21,7 +21,7 @@
return TRUE
/datum/surgery_step/lobotomize
name = "perform lobotomy"
implements = list(TOOL_SCALPEL = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
implements = list(TOOL_SCALPEL = 90, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
/obj/item/shard = 25, /obj/item = 20)
time = 100
/datum/surgery_step/lobotomize/tool_check(mob/user, obj/item/tool)
@@ -43,11 +43,11 @@
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
if(2)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_SURGERY)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_SURGERY)
return TRUE
/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -59,11 +59,11 @@
B.applyOrganDamage(80)
switch(rand(1,3))
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
if(2)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_LOBOTOMY)
else
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
return FALSE