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QoL Unhusking tweaks (#21197)
* Make splashed Synthflesh penetrate skin * Allow Synthflesh to unhusk on ingestion reactions * Add a tiny bit of intuitive leeway to the unhusk damage threshold * 310 characters line moment * Fix missing closing tag, gnarg
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@@ -293,20 +293,22 @@
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description = "A resorbable microfibrillar collagen and protein mixture that can rapidly heal injuries when applied topically."
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reagent_state = LIQUID
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color = "#FFEBEB"
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penetrates_skin = TRUE
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taste_description = "blood"
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/datum/reagent/medicine/synthflesh/reaction_mob(mob/living/M, method=REAGENT_TOUCH, volume, show_message = 1)
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if(iscarbon(M))
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if(method == REAGENT_TOUCH)
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M.adjustBruteLoss(-1.5*volume)
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M.adjustFireLoss(-1.5*volume)
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M.adjustBruteLoss(-1.5 * volume)
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M.adjustFireLoss(-1.5 * volume)
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if(show_message)
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to_chat(M, "<span class='notice'>The synthetic flesh integrates itself into your wounds, healing you.</span>")
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(HAS_TRAIT_FROM(H, TRAIT_HUSK, BURN) && H.getFireLoss() < UNHUSK_DAMAGE_THRESHOLD && (H.reagents.get_reagent_amount("synthflesh") + volume >= SYNTHFLESH_UNHUSK_AMOUNT))
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H.cure_husk(BURN)
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H.visible_message("<span class='nicegreen'>The squishy liquid coats [H]'s burns. [H] looks a lot healthier!") //we're avoiding using the phrases "burnt flesh" and "burnt skin" here because humans could be a skeleton or a golem or something
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(HAS_TRAIT_FROM(H, TRAIT_HUSK, BURN) && H.getFireLoss() <= UNHUSK_DAMAGE_THRESHOLD && (H.reagents.get_reagent_amount("synthflesh") + volume >= SYNTHFLESH_UNHUSK_AMOUNT))
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H.cure_husk(BURN)
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// Could be a skeleton or a golem or sth, avoid phrases like "burnt flesh" and "burnt skin"
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H.visible_message("<span class='nicegreen'>The squishy liquid coats [H]'s burns. [H] looks a lot healthier!</span>")
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..()
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/datum/reagent/medicine/synthflesh/reaction_turf(turf/T, volume) //let's make a mess!
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