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Merge pull request #271 from Orotheim/Xenobiology-Nerf
Xenobiology Nerf Round 2
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@@ -1521,3 +1521,40 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
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name = "Synthi-Sanguirite"
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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."
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clot_coeff_per_wound = 0.8
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//Chem for regen extracts to use
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/datum/reagent/medicine/pure_regen_jelly
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name = "Pure Regenerative Jelly"
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description = "Very pure form of regenerative jelly that regenerates all types of damage rapidly, without harming slime anatomy."
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reagent_state = LIQUID
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color = "#91D865"
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metabolization_rate = 0.25 * REAGENTS_METABOLISM
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taste_description = "jelly"
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can_synth = FALSE
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/datum/reagent/medicine/pure_regen_jelly/on_mob_life(mob/living/carbon/M)
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M.adjustBruteLoss(-5*REM, 0)
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M.adjustFireLoss(-5*REM, 0)
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M.adjustOxyLoss(-5*REM, 0)
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M.adjustToxLoss(-5*REM, 0, TRUE) //heals TOXINLOVERs
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. = 1
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..()
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/datum/reagent/medicine/pure_neo_jelly
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name = "Pure Neo Jelly"
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description = "Pure Neo-Jelly that rapidly heals all damage."
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reagent_state = LIQUID
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metabolization_rate = 0.25 * REAGENTS_METABOLISM
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color = "#91D865"
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taste_description = "jelly"
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can_synth = FALSE
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/datum/reagent/medicine/pure_neo_jelly/on_mob_life(mob/living/carbon/M)
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M.adjustBruteLoss(-1*REM, 0)
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M.adjustFireLoss(-1*REM, 0)
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M.adjustOxyLoss(-1*REM, 0)
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M.adjustToxLoss(-1*REM, 0, TRUE) //heals TOXINLOVERs
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M.heal_bodypart_damage(3,3)
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. = 1
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..()
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@@ -491,6 +491,8 @@ datum/status_effect/rebreathing/tick()
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/datum/status_effect/stabilized/purple/tick()
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var/is_healing = FALSE
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if(owner.nutrition <= NUTRITION_LEVEL_STARVING) //No healing if you don't eat
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return..()
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if(owner.getBruteLoss() > 0)
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owner.adjustBruteLoss(-0.2)
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is_healing = TRUE
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@@ -503,6 +505,7 @@ datum/status_effect/rebreathing/tick()
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if(is_healing)
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examine_text = "<span class='warning'>SUBJECTPRONOUN is regenerating slowly, purplish goo filling in small injuries!</span>"
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new /obj/effect/temp_visual/heal(get_turf(owner), "#FF0000")
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owner.nutrition -= 5 //Drains nutrition to heal. Idea is to make it seem like it's just speeding up natural regeneration significantly
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else
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examine_text = null
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..()
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@@ -544,8 +547,8 @@ datum/status_effect/stabilized/blue/on_remove()
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/datum/status_effect/stabilized/yellow
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id = "stabilizedyellow"
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colour = "yellow"
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var/cooldown = 10
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var/max_cooldown = 10
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var/cooldown = 30
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var/max_cooldown = 30
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examine_text = "<span class='warning'>Nearby electronics seem just a little more charged wherever SUBJECTPRONOUN goes.</span>"
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/datum/status_effect/stabilized/yellow/tick()
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@@ -601,6 +604,7 @@ datum/status_effect/stabilized/blue/on_remove()
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colour = "dark blue"
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/datum/status_effect/stabilized/darkblue/tick()
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owner.adjust_bodytemperature(min(-1.5)) //Makes you colder, you are soaking wet after all
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if(owner.fire_stacks > 0 && prob(80))
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owner.fire_stacks--
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if(owner.fire_stacks <= 0)
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@@ -30,7 +30,7 @@ Regenerative extracts:
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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>",
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"<span class='notice'>You squeeze the [src], and it bursts in your hand, splashing you with milky goo which seeps into your skin!</span>")
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core_effect_before(H, user)
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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.
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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.
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core_effect(H, user)
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playsound(target, 'sound/effects/splat.ogg', 40, 1)
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qdel(src)
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@@ -51,7 +51,7 @@ Regenerative extracts:
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colour = "purple"
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/obj/item/slimecross/regenerative/purple/core_effect(mob/living/target, mob/user)
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target.reagents.add_reagent(/datum/reagent/medicine/neo_jelly,15) //Varies what it applies so you get two powerful healing chems at once.
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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.
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/obj/item/slimecross/regenerative/blue
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colour = "blue"
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@@ -21,7 +21,7 @@
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return TRUE
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/datum/surgery_step/lobotomize
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name = "perform lobotomy"
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implements = list(TOOL_SCALPEL = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
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implements = list(TOOL_SCALPEL = 90, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
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/obj/item/shard = 25, /obj/item = 20)
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time = 100
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/datum/surgery_step/lobotomize/tool_check(mob/user, obj/item/tool)
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@@ -43,11 +43,11 @@
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target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
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switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off
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if(1)
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
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if(2)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_SURGERY)
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if(3)
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target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
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target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_SURGERY)
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return TRUE
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/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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@@ -59,11 +59,11 @@
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B.applyOrganDamage(80)
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switch(rand(1,3))
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if(1)
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
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if(2)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
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if(3)
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target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
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target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_LOBOTOMY)
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else
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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>")
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return FALSE
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