diff --git a/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm b/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm index 33414924172..af80f42cef7 100644 --- a/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm +++ b/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm @@ -275,6 +275,7 @@ else wound_flavor_text["[temp.display_name]"] = "" //Now that we have a big list of all the wounds, on all the limbs. + var/list/is_bleeding = list() for(var/named in wound_descriptions) var/list/wound_states = wound_descriptions[named] var/list/flavor_text = list() @@ -284,6 +285,7 @@ "tiny bruise" = 0, "small bruise" = 0, "moderate bruise" = 0, "large bruise" = 0, "huge bruise" = 0, "monumental bruise" = 0,\ "small burn" = 0, "moderate burn" = 0, "large burn" = 0, "severe burn" = 0, "deep burn" = 0, "carbonised area" = 0) //How many wounds of what size. for(var/datum/organ/wound/w in wound_state) + if(w.bleeding && !is_bleeding[named]) is_bleeding[named] = 1 switch(w.wound_size) if(1) switch(w.wound_type) @@ -429,26 +431,48 @@ wound_flavor_text["[named]"] = flavor_text_string if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas))) msg += wound_flavor_text["head"] + else if(is_bleeding["head"]) + msg += "[src] has blood running down [t_his] face!\n" if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit) msg += wound_flavor_text["chest"] + else if(is_bleeding["chest"]) + msg += "[src] has blood soaking through from under [t_his] clothing!\n" if(wound_flavor_text["left arm"] && !w_uniform && !skipjumpsuit) msg += wound_flavor_text["left arm"] + else if(is_bleeding["left arm"]) + msg += "[src] has blood soaking through from under [t_his] clothing!\n" if(wound_flavor_text["left hand"] && !gloves && !skipgloves) msg += wound_flavor_text["left hand"] + else if(is_bleeding["left hand"]) + msg += "[src] has blood running from under [t_his] gloves!\n" if(wound_flavor_text["right arm"] && !w_uniform && !skipjumpsuit) msg += wound_flavor_text["right arm"] + else if(is_bleeding["right arm"]) + msg += "[src] has blood soaking through from under [t_his] clothing!\n" if(wound_flavor_text["right hand"] && !gloves && !skipgloves) msg += wound_flavor_text["right hand"] + else if(is_bleeding["right hand"]) + msg += "[src] has blood running from under [t_his] gloves!\n" if(wound_flavor_text["groin"] && !w_uniform && !skipjumpsuit) msg += wound_flavor_text["groin"] + else if(is_bleeding["groin"]) + msg += "[src] has blood soaking through from under [t_his] clothing!\n" if(wound_flavor_text["left leg"] && !w_uniform && !skipjumpsuit) msg += wound_flavor_text["left leg"] + else if(is_bleeding["left leg"]) + msg += "[src] has blood soaking through from under [t_his] clothing!\n" if(wound_flavor_text["left foot"]&& !shoes && !skipshoes) msg += wound_flavor_text["left foot"] + else if(is_bleeding["left foot"]) + msg += "[src] has blood running from [t_his] shoes!\n" if(wound_flavor_text["right leg"] && !w_uniform && !skipjumpsuit) msg += wound_flavor_text["right leg"] + else if(is_bleeding["right leg"]) + msg += "[src] has blood soaking through from under [t_his] clothing!\n" if(wound_flavor_text["right foot"]&& !shoes && !skipshoes) msg += wound_flavor_text["right foot"] + else if(is_bleeding["right foot"]) + msg += "[src] has blood running from [t_his] shoes!\n" // if(w.bleeding) diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index e85363a5cbc..ab08211dc10 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -377,8 +377,8 @@ name = "medical pack" singular_name = "medical pack" icon = 'items.dmi' - amount = 5 - max_amount = 5 + amount = 10 //To compensate for wounds + max_amount = 10 w_class = 1 throw_speed = 4 throw_range = 20 @@ -386,11 +386,11 @@ var/heal_burn = 0 /obj/item/stack/medical/bruise_pack - name = "bruise pack" - singular_name = "bruise pack" - desc = "A pack designed to treat blunt-force trauma." + name = "\improper Roll of Gauze" + singular_name = "\improper Roll of Gauze" + desc = "A roll of gauze for sealing up wounds." icon_state = "brutepack" - heal_brute = 40 + heal_brute = 1 origin_tech = "biotech=1" /obj/item/stack/medical/bruise_pack/tajaran @@ -399,14 +399,14 @@ desc = "A soft leaf that is rubbed on bruises." icon = 'harvest.dmi' icon_state = "cabbage" - heal_brute = 30 + heal_brute = 1 /obj/item/stack/medical/ointment name = "ointment" desc = "Used to treat those nasty burns." singular_name = "ointment" icon_state = "ointment" - heal_burn = 40 + heal_burn = 1 origin_tech = "biotech=1" /obj/item/stack/medical/ointment/tajaran @@ -415,14 +415,14 @@ desc = "A cold leaf that is rubbed on burns." icon = 'harvest.dmi' icon_state = "ambrosiavulgaris" - heal_burn = 30 + heal_burn = 1 /obj/item/stack/medical/advanced/bruise_pack name = "advanced trauma kit" singular_name = "advanced bruise pack" desc = "An advanced trauma kit for severe injuries." icon_state = "brutepack" - heal_brute = 40 + heal_brute = 1 origin_tech = "biotech=1" /obj/item/stack/medical/advanced/ointment @@ -430,7 +430,7 @@ singular_name = "advanced burn kit" desc = "An advanced treatment kit for severe burns." icon_state = "ointment" - heal_burn = 40 + heal_burn = 1 origin_tech = "biotech=1" /obj/item/weapon/c_tube diff --git a/code/setup.dm b/code/setup.dm index 202953415b8..187949efa4a 100644 --- a/code/setup.dm +++ b/code/setup.dm @@ -72,7 +72,7 @@ #define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) // Boom 3x3 base explosion #define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) // +1 for each SCALE kPa aboe threshold // was 2 atm -#define MAX_EXPLOSION_RANGE 1024 // Defaults to 12 (was 8) -- TLE +#define MAX_EXPLOSION_RANGE 14 // Defaults to 12 (was 8) -- TLE #define NORMPIPERATE 30 //pipe-insulation rate divisor