From 0c435d0d8518a05c2d147878b29dcc45997278d9 Mon Sep 17 00:00:00 2001
From: Orotheim <81803907+Orotheim@users.noreply.github.com>
Date: Fri, 13 Sep 2024 11:04:33 +0100
Subject: [PATCH 1/3] Adds unique healing chems for regen extracts
---
.../chemistry/reagents/medicine_reagents.dm | 37 +++++++++++++++++++
1 file changed, 37 insertions(+)
diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
index 6272d377..a213b1be 100644
--- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
@@ -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
+ ..()
+
From a03d1c039f1d5beb8b8046e8dbea3fb2bda9acd5 Mon Sep 17 00:00:00 2001
From: Orotheim <81803907+Orotheim@users.noreply.github.com>
Date: Fri, 13 Sep 2024 11:05:15 +0100
Subject: [PATCH 2/3] Add files via upload
---
.../research/xenobiology/crossbreeding/_status_effects.dm | 8 ++++++--
.../research/xenobiology/crossbreeding/regenerative.dm | 4 ++--
2 files changed, 8 insertions(+), 4 deletions(-)
diff --git a/code/modules/research/xenobiology/crossbreeding/_status_effects.dm b/code/modules/research/xenobiology/crossbreeding/_status_effects.dm
index 7b23f285..8b0b6cc6 100644
--- a/code/modules/research/xenobiology/crossbreeding/_status_effects.dm
+++ b/code/modules/research/xenobiology/crossbreeding/_status_effects.dm
@@ -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 = "SUBJECTPRONOUN is regenerating slowly, purplish goo filling in small injuries!"
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 = "Nearby electronics seem just a little more charged wherever SUBJECTPRONOUN goes."
/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)
diff --git a/code/modules/research/xenobiology/crossbreeding/regenerative.dm b/code/modules/research/xenobiology/crossbreeding/regenerative.dm
index 194a7183..b6ffc00b 100644
--- a/code/modules/research/xenobiology/crossbreeding/regenerative.dm
+++ b/code/modules/research/xenobiology/crossbreeding/regenerative.dm
@@ -30,7 +30,7 @@ Regenerative extracts:
user.visible_message("[user] crushes the [src] over [user.p_them()]self, the milky goo quickly seeping into [user.p_their()] skin!",
"You squeeze the [src], and it bursts in your hand, splashing you with milky goo which seeps into your skin!")
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"
From 03d812af7e640c73ebc681e0065b68b4aa12fc34 Mon Sep 17 00:00:00 2001
From: Orotheim <81803907+Orotheim@users.noreply.github.com>
Date: Fri, 13 Sep 2024 11:23:20 +0100
Subject: [PATCH 3/3] Lobotomy Buff
Since people were talking about deep-rooted trauma's, I buffed lobotomy.
Lobotomy removes deep-rooted trauma's, but gives a trauma back that can be cured with basic brain surgery, if you fail the lobotomy, it just adds another lobotomy based trauma.
---
code/modules/surgery/advanced/lobotomy.dm | 14 +++++++-------
1 file changed, 7 insertions(+), 7 deletions(-)
diff --git a/code/modules/surgery/advanced/lobotomy.dm b/code/modules/surgery/advanced/lobotomy.dm
index 5667a213..5478e635 100644
--- a/code/modules/surgery/advanced/lobotomy.dm
+++ b/code/modules/surgery/advanced/lobotomy.dm
@@ -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("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "You suddenly notice that the brain you were working on is not there anymore.")
return FALSE