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Adds a Frankenstein Surgical Procedure (#4990)
* Makes a Surgery for Frankensteining * Fix a thing. * Tweak things! * Sickness not permanent, Recovery is.
This commit is contained in:
@@ -61,3 +61,66 @@
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outgoing_melee_damage_percent = 0.5 //50% less outgoing melee damage.
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attack_speed_percent = 1.2 //20% slower attack speed.
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//////////////////////
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//Surgical Modifiers// As of writing, limited to the 'Frankenstein' modifier.
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//////////////////////
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/datum/modifier/franken_sickness
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name = "surgically attached brain"
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desc = "You feel weak, as your central nervous system is still recovering from being repaired."
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on_created_text = "<span class='warning'><font size='3'>You feel... off, and your head hurts.</font></span>"
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on_expired_text = "<span class='notice'><font size='3'>You feel some strength returning to you.</font></span>"
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max_health_percent = 0.9 // -10% max health.
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incoming_damage_percent = 1.1 // 10% more incoming damage.
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incoming_hal_damage_percent = 1.5 // 50% more halloss damage, stacking on the previous 1.1 widespread.
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outgoing_melee_damage_percent = 0.9 // 10% less melee damage.
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disable_duration_percent = 1.25 // Stuns last 25% longer.
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incoming_healing_percent = 0.9 // -10% to all healing
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slowdown = 0.5 // Slower, by a smidge.
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evasion = -5 // 5% easier to hit.
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accuracy_dispersion = 1 // Inaccurate trait level of tile dispersion.
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stacks = MODIFIER_STACK_ALLOWED //You have somehow had the surgery done twice. Your brain is very, very fucked, but I won't say no.
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/datum/modifier/franken_sickness/can_apply(var/mob/living/L)
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if(!ishuman(L))
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return FALSE
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if(L.isSynthetic()) //Nonhumans and Machines cannot be Frankensteined, at this time.
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return FALSE
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return ..()
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/datum/modifier/franken_sickness/tick()
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if(holder.stat != DEAD)
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if(istype(holder, /mob/living/carbon/human))
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var/mob/living/carbon/human/F = holder
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if(F.can_defib)
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F.can_defib = 0
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/datum/modifier/franken_sickness/on_expire() //Not permanent, but its child is.
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holder.add_modifier(/datum/modifier/franken_recovery, 0)
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/datum/modifier/franken_recovery //When Franken_Sickness expires, this will be permanently applied in its place.
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name = "neural recovery"
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desc = "You feel out of touch, as your central nervous system is still recovering from being repaired."
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on_created_text = "<span class='warning'><font size='3'>You feel... off. Everything is fuzzy.</font></span>"
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on_expired_text = "<span class='notice'><font size='3'>You feel your senses returning to you.</font></span>"
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incoming_hal_damage_percent = 1.5 // 50% more halloss damage.
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disable_duration_percent = 1.25 // Stuns last 25% longer.
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evasion = -5 // 5% easier to hit.
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accuracy_dispersion = 1 // Inaccurate trait level of tile dispersion.
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stacks = MODIFIER_STACK_ALLOWED
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/datum/modifier/franken_recovery/can_apply(var/mob/living/L)
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if(!ishuman(L))
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return FALSE
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if(L.isSynthetic()) //Nonhumans and Machines cannot be Frankensteined, at this time.
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return FALSE
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return ..()
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@@ -0,0 +1,247 @@
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//Procedures in this file: Brain-stem reattachment surgery.
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//////////////////////////////////////////////////////////////////////
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// BRAINSTEM SURGERY //
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//////////////////////////////////////////////////////////////////////
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/datum/surgery_step/brainstem
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priority = 2
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req_open = 1
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can_infect = 1
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/datum/surgery_step/brainstem/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if (!hasorgans(target))
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return 0
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if (!affected || (affected.robotic >= ORGAN_ROBOT) || !(affected.open >= 3))
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return 0
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return target_zone == BP_HEAD
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/////////////////////////////
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// Blood Vessel Mending
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/////////////////////////////
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/datum/surgery_step/brainstem/mend_vessels
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priority = 1
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allowed_tools = list(
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/obj/item/weapon/surgical/FixOVein = 100,
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/obj/item/stack/nanopaste = 50,
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/obj/item/stack/cable_coil = 40,
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/obj/item/device/assembly/mousetrap = 5)
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min_duration = 80
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max_duration = 100
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/datum/surgery_step/brainstem/mend_vessels/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target_zone == BP_HEAD && target.op_stage.brainstem == 0
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/datum/surgery_step/brainstem/mend_vessels/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts to mend the blood vessels on [target]'s brainstem with \the [tool].", \
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"You start to mend the blood vessels on [target]'s brainstem with \the [tool].")
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..()
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/datum/surgery_step/brainstem/mend_vessels/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color='blue'>[user] has mended the blood vessels on [target]'s brainstem with \the [tool].</font>" , \
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"<font color='blue'> You have mended the blood vessels on [target]'s brainstem with \the [tool].</font>",)
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target.op_stage.brainstem = 1
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/datum/surgery_step/brainstem/mend_vessels/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, tearing at [target]'s brainstem with \the [tool]!</font>" , \
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"<font color='red'>Your hand slips, tearing at [target]'s brainstem with \the [tool]!</font>" )
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affected.createwound(PIERCE, 10)
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target.AdjustParalysis(10)
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/////////////////////////////
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// Bone Drilling
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/////////////////////////////
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/datum/surgery_step/brainstem/drill_vertebrae
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priority = 3 //Do this instead of expanding the skull cavity
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allowed_tools = list(
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/obj/item/weapon/surgical/surgicaldrill = 100,
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/obj/item/weapon/screwdriver = 75,
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/obj/item/weapon/melee/changeling/arm_blade = 15,
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/obj/item/weapon/pickaxe = 5)
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min_duration = 200 //Very. Very. Carefully.
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max_duration = 300
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/datum/surgery_step/brainstem/drill_vertebrae/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target_zone == BP_HEAD && target.op_stage.brainstem == 1
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/datum/surgery_step/brainstem/drill_vertebrae/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts to drill around [target]'s brainstem with \the [tool].", \
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"You start to drill around [target]'s brainstem with \the [tool].")
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..()
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/datum/surgery_step/brainstem/drill_vertebrae/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='blue'>[user] has drilled around [target]'s brainstem with \the [tool].</font>" , \
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"<font color='blue'> You have drilled around [target]'s brainstem with \the [tool].</font>",)
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target.AdjustParalysis(10) //We're getting Invasive here. This only ticks down when the person is alive, so it's a good side-effect for this step. Rattling the braincase with a drill is not optimal.
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target.op_stage.brainstem = 2
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affected.fracture() //Does not apply damage, simply breaks it if it wasn't already. Doesn't stop a defib on its own.
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/datum/surgery_step/brainstem/drill_vertebrae/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, shredding [target]'s brainstem with \the [tool]!</font>" , \
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"<font color='red'>Your hand slips, shredding [target]'s brainstem with \the [tool]!</font>" )
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affected.createwound(PIERCE, 10)
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target.AdjustParalysis(15)
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spawn()
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for(var/obj/item/organ/internal/brain/O in affected.internal_organs)
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O.take_damage(rand(5,10))
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/////////////////////////////
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// Bone Cleaning
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/////////////////////////////
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/datum/surgery_step/brainstem/clean_chips
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priority = 3 //Do this instead of picking around for implants.
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allowed_tools = list(
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/obj/item/weapon/surgical/hemostat = 100,
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/obj/item/weapon/wirecutters = 60,
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/obj/item/weapon/melee/changeling/claw = 40) //Surprisingly, claws are kind of okay at picking things out.
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min_duration = 90
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max_duration = 120
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/datum/surgery_step/brainstem/clean_chips/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target_zone == BP_HEAD && target.op_stage.brainstem == 2
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/datum/surgery_step/brainstem/clean_chips/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts to pick around [target]'s brainstem for bone chips with \the [tool].", \
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"You start to pick around [target]'s brainstem for bone chips with \the [tool].")
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..()
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/datum/surgery_step/brainstem/clean_chips/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color='blue'>[user] has cleaned around [target]'s brainstem with \the [tool].</font>" , \
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"<font color='blue'> You have cleaned around [target]'s brainstem with \the [tool].</font>",)
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target.AdjustParalysis(10) //Still invasive.
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target.op_stage.brainstem = 3
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/datum/surgery_step/brainstem/clean_chips/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, gouging [target]'s brainstem with \the [tool]!</font>" , \
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"<font color='red'>Your hand slips, gouging [target]'s brainstem with \the [tool]!</font>" )
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affected.createwound(CUT, 5)
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target.AdjustParalysis(10)
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spawn()
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for(var/obj/item/organ/internal/brain/O in affected.internal_organs) //If there's more than one...
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O.take_damage(rand(1,10))
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/////////////////////////////
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// Spinal Cord Repair
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/////////////////////////////
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/datum/surgery_step/brainstem/mend_cord
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priority = 1 //Do this after IB.
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allowed_tools = list(
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/obj/item/weapon/surgical/FixOVein = 100,
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/obj/item/stack/nanopaste = 50,
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/obj/item/stack/cable_coil = 40,
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/obj/item/device/assembly/mousetrap = 5)
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min_duration = 100
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max_duration = 200
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/datum/surgery_step/brainstem/mend_cord/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target_zone == BP_HEAD && target.op_stage.brainstem == 3
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/datum/surgery_step/brainstem/mend_cord/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts to fuse [target]'s spinal cord with \the [tool].", \
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"You start to fuse [target]'s spinal cord with \the [tool].")
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..()
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/datum/surgery_step/brainstem/mend_cord/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color='blue'>[user] has fused [target]'s spinal cord with \the [tool].</font>" , \
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"<font color='blue'> You have fused [target]'s spinal cord with \the [tool].</font>",)
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target.op_stage.brainstem = 4
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target.AdjustParalysis(5)
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target.add_modifier(/datum/modifier/franken_sickness, 20 MINUTES)
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/datum/surgery_step/brainstem/mend_cord/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, tearing at [target]'s spinal cord with \the [tool]!</font>" , \
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"<font color='red'>Your hand slips, tearing at [target]'s spinal cord with \the [tool]!</font>" )
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affected.createwound(PIERCE, 5)
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target.AdjustParalysis(20)
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spawn()
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for(var/obj/item/organ/internal/brain/O in affected.internal_organs)
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O.take_damage(rand(5,15)) //Down to the wire. Or rather, the cord.
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/////////////////////////////
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// Vertebrae repair
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/////////////////////////////
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/datum/surgery_step/brainstem/mend_vertebrae
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priority = 3 //Do this instead of fixing bones.
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allowed_tools = list(
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/obj/item/weapon/surgical/bonegel = 100,
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/obj/item/stack/nanopaste = 50,
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/obj/item/weapon/tape_roll = 5)
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min_duration = 100
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max_duration = 160
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/datum/surgery_step/brainstem/mend_vertebrae/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target_zone == BP_HEAD && target.op_stage.brainstem == 4
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/datum/surgery_step/brainstem/mend_vertebrae/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts to mend [target]'s opened vertebrae with \the [tool].", \
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"You start to mend [target]'s opened vertebrae with \the [tool].")
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..()
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/datum/surgery_step/brainstem/mend_vertebrae/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color='blue'>[user] has mended [target]'s vertebrae with \the [tool].</font>" , \
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"<font color='blue'> You have mended [target]'s vertebrae with \the [tool].</font>",)
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target.can_defib = 1
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target.op_stage.brainstem = 5
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/datum/surgery_step/brainstem/mend_vertebrae/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, tearing at [target]'s spinal cord with \the [tool]!</font>" , \
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"<font color='red'>Your hand slips, tearing at [target]'s spinal cord with \the [tool]!</font>" )
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affected.createwound(PIERCE, 5)
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target.AdjustParalysis(15)
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spawn()
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for(var/obj/item/organ/internal/brain/O in affected.internal_organs)
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O.take_damage(rand(1,10))
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/////////////////////////////
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// Realign tissues
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/////////////////////////////
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/datum/surgery_step/brainstem/realign_tissue
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priority = 3 //Do this instead of searching for objects in the skull.
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allowed_tools = list(
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/obj/item/weapon/surgical/hemostat = 100,
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/obj/item/weapon/wirecutters = 60,
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/obj/item/weapon/melee/changeling/claw = 20) //Claws. Good for digging, not so much for moving.
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min_duration = 90
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max_duration = 120
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/datum/surgery_step/brainstem/realign_tissue/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target_zone == BP_HEAD && target.op_stage.brainstem == 5
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/datum/surgery_step/brainstem/realign_tissue/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts to realign the tissues in [target]'s skull with \the [tool].", \
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"You start to realign the tissues in [target]'s skull with \the [tool].")
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..()
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/datum/surgery_step/brainstem/realign_tissue/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color='blue'>[user] has realigned the tissues in [target]'s skull back into place with \the [tool].</font>" , \
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"<font color='blue'> You have realigned the tissues in [target]'s skull back into place with \the [tool].</font>",)
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target.AdjustParalysis(5) //I n v a s i v e
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target.op_stage.brainstem = 0 //The cycle begins anew.
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/datum/surgery_step/brainstem/realign_tissue/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, gouging [target]'s brainstem with \the [tool]!</font>" , \
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"<font color='red'>Your hand slips, gouging [target]'s brainstem with \the [tool]!</font>" )
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affected.createwound(CUT, 5)
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target.AdjustParalysis(30)
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spawn()
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for(var/obj/item/organ/internal/brain/O in affected.internal_organs)
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O.take_damage(rand(1,10))
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@@ -163,6 +163,7 @@
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/datum/surgery_status/
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var/eyes = 0
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var/face = 0
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var/brainstem = 0
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var/head_reattach = 0
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var/current_organ = "organ"
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var/list/in_progress = list()
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Block a user