Adds rate of healing limit to the healing rod

This commit is contained in:
Qwertytoforty
2021-01-25 17:04:35 -05:00
parent 4f6b481265
commit 5863fe37d2
+13
View File
@@ -109,6 +109,10 @@
alert_type = null
var/hand
var/deathTick = 0
/// How many points the rod has to heal with, starts with 25, maxes at 50, or whatever heal_points_max is set to.
var/heal_points = 25
/// Max heal points for the rod to spend on healing people
var/max_heal_points = 50
/datum/status_effect/hippocraticOath/on_apply()
//Makes the user passive, it's in their oath not to harm!
@@ -178,7 +182,11 @@
itemUser.adjustBrainLoss(-1.5)
itemUser.adjustCloneLoss(-0.5) //Becasue apparently clone damage is the bastion of all health
//Heal all those around you, unbiased
if(heal_points < (max_heal_points))
heal_points = max((heal_points += 3), max_heal_points)
for(var/mob/living/L in view(7, owner))
if(heal_points <= 0)
break
if(L.health < L.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(L), "#375637")
if(iscarbon(L))
@@ -189,18 +197,23 @@
L.adjustStaminaLoss(-3.5)
L.adjustBrainLoss(-3.5)
L.adjustCloneLoss(-1) //Becasue apparently clone damage is the bastion of all health
heal_points--
if(ishuman(L))
var/mob/living/carbon/human/H = L
for(var/obj/item/organ/external/E in H.bodyparts)
if(prob(10))
E.mend_fracture()
E.internal_bleeding = FALSE
heal_points--
else if(issilicon(L))
L.adjustBruteLoss(-3.5)
L.adjustFireLoss(-3.5)
heal_points--
else if(isanimal(L))
var/mob/living/simple_animal/SM = L
SM.adjustHealth(-3.5)
if(prob(50))
heal_points -- // Animals are simpler
/obj/screen/alert/status_effect/regenerative_core
name = "Reinforcing Tendrils"