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Merge pull request #3438 from Crazylemon64/skele_drinks_milk
Milk is now a strong healing reagent for skeletons
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@@ -104,7 +104,7 @@
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icon_state = "green slime extract"
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/obj/item/organ/brain/golem
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name = "chem"
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name = "Runic mind"
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desc = "A tightly furled roll of paper, covered with indecipherable runes."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "scroll"
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@@ -31,8 +31,31 @@
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heat_level_2 = 999999999
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heat_level_3 = 999999999
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heat_level_3_breathe = 999999999
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suicide_messages = list(
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"is snapping their own bones!",
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"is collapsing into a pile!",
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"is twisting their skull off!")
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"is twisting their skull off!")
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has_organ = list(
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"brain" = /obj/item/organ/brain/golem,
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)
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/datum/species/skeleton/handle_reagents(var/mob/living/carbon/human/H, var/datum/reagent/R)
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// Crazylemon is still silly
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if(R.id == "milk")
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H.heal_overall_damage(4,4)
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if(prob(5)) // 5% chance per proc to find a random limb, and mend it
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var/list/our_organs = H.organs.Copy()
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shuffle(our_organs)
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for(var/obj/item/organ/external/L in our_organs)
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if(istype(L))
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if(L.brute_dam < L.min_broken_damage)
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L.status &= ~ORGAN_BROKEN
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L.status &= ~ORGAN_SPLINTED
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L.perma_injury = 0
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break // We're only checking one limb here, bucko
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if(prob(3))
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H.say(pick("Thanks Mr Skeltal", "Thank for strong bones", "Doot doot!"))
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return 1
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return ..()
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@@ -613,4 +613,11 @@ It'll return null if the organ doesn't correspond, so include null checks when u
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/datum/species/proc/return_organ(var/organ_slot)
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if(!(organ_slot in has_organ))
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return null
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return has_organ[organ_slot]
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return has_organ[organ_slot]
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// Do species-specific reagent handling here
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// Return 1 if it should do normal processing too
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// Return 0 if it shouldn't deplete and do its normal effect
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// Other return values will cause weird badness
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/datum/species/proc/handle_reagents(var/mob/living/carbon/human/H, var/datum/reagent/R)
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return 1
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