Shadekin and Xenochimera variable refactor (#17651)

* gets rid of xenochimera brain var

* whoops

* shadekin too

ye https://i.imgur.com/lNI2AiG.png

* organize

* simplekin too

* yuh

* Refactors xenochimera

progress:
https://i.imgur.com/ssQbRKS.png
https://i.imgur.com/ySBxm0M.png
https://i.imgur.com/3FWPVuP.png

* Update xenochimera.dm

* Update examine_vr.dm

* Update xenochimera.dm

* Update xenochimera.dm
This commit is contained in:
Cameron Lennox
2025-05-12 21:44:25 +02:00
committed by GitHub
parent 77ce94cd2d
commit 2b0853887b
28 changed files with 806 additions and 726 deletions
+3 -2
View File
@@ -503,9 +503,10 @@
M.updatehealth()
apply_brain_damage(M)
// VOREStation Edits Start: Defib pain
if(istype(M.species, /datum/species/xenochimera)) // Only do the following to Xenochimera. Handwave this however you want, this is to balance defibs on an alien race.
var/datum/component/xenochimera/xc = M.get_xenochimera_component()
if(xc) // Only do the following to Xenochimera. Handwave this however you want, this is to balance defibs on an alien race.
M.adjustHalLoss(220) // This hurts a LOT, stacks on top of the previous halloss.
M.feral += 100 // If they somehow weren't already feral, force them feral by increasing ferality var directly, to avoid any messy checks. handle_feralness() will immediately set our feral properly according to halloss anyhow.
xc.feral += 100 // If they somehow weren't already feral, force them feral by increasing ferality var directly, to avoid any messy checks. handle_feralness() will immediately set our feral properly according to halloss anyhow.
// VOREStation Edits End
// SSgame_master.adjust_danger(-20) // VOREStation Edit - We don't use SSgame_master yet.
@@ -383,18 +383,18 @@
dat += "<br>"
dat += span_notice("Subject's pulse: [H.pulse == PULSE_THREADY || H.pulse == PULSE_NONE ? span_red(H.get_pulse(GETPULSE_TOOL) + " bpm") : span_blue(H.get_pulse(GETPULSE_TOOL) + " bpm")].") // VORE Edit: Missed a linebreak here.
dat += "<br>"
if(istype(H.species, /datum/species/xenochimera)) // VOREStation Edit Start: Visible feedback for medmains on Xenochimera.
if(H.stat == DEAD && H.revive_ready == REVIVING_READY && !H.hasnutriment())
var/datum/component/xenochimera/xc = H.get_xenochimera_component()
if(xc)
if(H.stat == DEAD && xc.revive_ready == REVIVING_READY && !H.hasnutriment())
dat += span_danger("WARNING: Protein levels low. Subject incapable of reconstitution.")
else if(H.revive_ready == REVIVING_NOW)
dat += span_warning("Subject is undergoing form reconstruction. Estimated time to finish is in: [round((H.revive_finished - world.time) / 10)] seconds.")
else if(H.revive_ready == REVIVING_DONE)
else if(xc.revive_ready == REVIVING_NOW)
dat += span_warning("Subject is undergoing form reconstruction. Estimated time to finish is in: [round((xc.revive_finished - world.time) / 10)] seconds.")
else if(xc.revive_ready == REVIVING_DONE)
dat += span_notice("Subject is ready to hatch. Transfer to dark room for holding with food available.")
else if(H.stat == DEAD)
dat+= span_danger("WARNING: Defib will cause extreme pain and set subject feral. Sedation recommended prior to defibrillation.")
else // If they bop them and they're not dead or reviving, give 'em a little notice.
dat += span_notice("Subject is a Xenochimera. Treat accordingly.")
// VOREStation Edit End
user.show_message(dat, 1)
if(guide)
guide(M, user)
@@ -43,8 +43,8 @@
icon_state = "atmos_extinguisher0"
item_state = "atmos_extinguisher"
throwforce = 12
force = 12
w_class = ITEMSIZE_LARGE
force = 3.0
max_water = 600
spray_particles = 3
sprite_name = "atmos_extinguisher"