/obj/item/stack/medical name = "medical pack" singular_name = "medical pack" icon = 'icons/obj/items.dmi' amount = 5 max_amount = 5 w_class = 1 throw_speed = 4 throw_range = 20 var/heal_brute = 0 var/heal_burn = 0 /obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob) if (M.stat == 2) var/t_him = "it" if (M.gender == MALE) t_him = "him" else if (M.gender == FEMALE) t_him = "her" user << "\red \The [M] is dead, you cannot help [t_him]!" return 1 if (!istype(M)) user << "\red \The [src] cannot be applied to [M]!" return 1 if ( ! (istype(user, /mob/living/carbon/human) || \ istype(user, /mob/living/silicon) || \ istype(user, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") ) user << "\red You don't have the dexterity to do this!" return 1 if (istype(M, /mob/living/carbon/human)) var/mob/living/carbon/human/H = M var/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting) if(affecting.status & ORGAN_ROBOT) user << "\red This isn't useful at all on a robotic limb.." return 1 if(src.heal_brute) if(!affecting.bandage()) user << "\red The wounds on [M]'s [affecting.display_name] have already been bandaged." return 1 else for (var/datum/wound/W in affecting.wounds) if (W.internal) continue if (W.current_stage <= W.max_bleeding_stage) user.visible_message( "\blue [user] bandages [W.desc] on [M]'s [affecting.display_name].", \ "\blue You bandage [W.desc] on [M]'s [affecting.display_name]." ) //H.add_side_effect("Itch") else if (istype(W,/datum/wound/bruise)) user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.display_name].", \ "\blue You place bruise patch over [W.desc] on [M]'s [affecting.display_name]." ) else user.visible_message( "\blue [user] places bandaid over [W.desc] on [M]'s [affecting.display_name].", \ "\blue You place bandaid over [W.desc] on [M]'s [affecting.display_name]." ) else if(src.heal_burn) if(!affecting.salve()) user << "\red The wounds on [M]'s [affecting.display_name] have already been salved." return 1 else user.visible_message( "\blue [user] salves wounds on [M]'s [affecting.display_name].", \ "\blue You salve wounds on [M]'s [affecting.display_name]." ) H.UpdateDamageIcon() else M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2)) user.visible_message( \ "\blue [M] has been applied with [src] by [user].", \ "\blue You apply \the [src] to [M]." \ ) use(1) M.updatehealth() /obj/item/stack/medical/bruise_pack name = "roll of gauze" singular_name = "gauze length" desc = "Some sterile gauze to wrap around bloody stumps." icon_state = "brutepack" heal_brute = 60 origin_tech = "biotech=1" /obj/item/stack/medical/ointment name = "ointment" desc = "Used to treat those nasty burns." gender = PLURAL singular_name = "ointment" icon_state = "ointment" heal_burn = 40 origin_tech = "biotech=1" /obj/item/stack/medical/bruise_pack/tajaran name = "\improper S'rendarr's Hand leaf" singular_name = "S'rendarr's Hand leaf" desc = "A soft leaf that is rubbed on bruises." icon = 'harvest.dmi' icon_state = "cabbage" heal_brute = 7 /obj/item/stack/medical/ointment/tajaran name = "\improper Messa's Tear leaf" singular_name = "Messa's Tear leaf" desc = "A cold leaf that is rubbed on burns." icon = 'harvest.dmi' icon_state = "ambrosiavulgaris" heal_burn = 7 /obj/item/stack/medical/advanced/bruise_pack name = "advanced trauma kit" singular_name = "advanced trauma kit" desc = "An advanced trauma kit for severe injuries." icon_state = "traumakit" heal_brute = 12 origin_tech = "biotech=1" /obj/item/stack/medical/advanced/ointment name = "advanced burn kit" singular_name = "advanced burn kit" desc = "An advanced treatment kit for severe burns." icon_state = "burnkit" heal_burn = 12 origin_tech = "biotech=1" /obj/item/stack/medical/splint name = "medical splint" singular_name = "medical splint" icon_state = "splint" amount = 5 max_amount = 5 /obj/item/stack/medical/splint/single amount = 1