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Medical Adjustments (#17455)
* Defib and tank * Defib, CPR, and stabilizer changes qol: Defib now informs you WHY it's failing, so you can properly fix the problem. balance: CPR can now REVIVE people if their HP is below a threshold with a 10% chance per CPR usage. balance: CPR will cause the recipient to metabolize reagents. balance: CPR now has a small chance of causing brute damage and rib fractures to the chest. balance: Patient Stabilizer will cause the patient to metabolize reagents if dead. * Broken bone fix A fracture has a random chance of shifting around inside the first time you break it. * shadekin runtime fix * tgui Adds two new TGUI states - living and living_adjacent Fixes tram to allow mobs (and robots) * Vital Organ chance fix * flip flop
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@@ -386,7 +386,9 @@
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var/modifed_burn = burn
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// Let's calculate how INJURED our limb is accounting for AFTER the damage we just took. Determines the chance the next attack will take our limb off!
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var/damage_factor = ((max_damage*CONFIG_GET(number/organ_health_multiplier))/(brute_dam + burn_dam))*100
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var/damage_factor = ((brute_dam + burn_dam)/(max_damage*CONFIG_GET(number/organ_health_multiplier)))*100
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if(brute_dam > max_damage || burn_dam > max_damage) //This is in case we go OVER our max. This doesn't EVER happen except on VITAL organs.
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damage_factor = 100
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// Max_damage of 80 and brute_dam of 80? || Factor = 100 Max_damage of 80 and brute_dam of 40? Factor = 50 || Max_damage of 80 and brute_dam of 5? Factor = 5
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// This lowers our chances of having our limb removed when it has less damage. The more damaged the limb, the higher the chance it falls off!
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@@ -1137,18 +1139,17 @@ Note that amputating the affected organ does in fact remove the infection from t
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if((status & ORGAN_BROKEN) || cannot_break)
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return
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if(owner) //VOREStation Edit Start
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playsound(src, "fracture", 10, 1, -2)
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status |= ORGAN_BROKEN
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broken_description = pick("broken","fracture","hairline fracture")
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if(owner)
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if(organ_can_feel_pain() && !isbelly(owner.loc) && !isliving(owner.loc))
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owner.visible_message(\
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span_danger("You hear a loud cracking sound coming from \the [owner]."),\
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span_danger("Something feels like it shattered in your [name]!"),\
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span_danger("You hear a sickening crack."))
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owner.emote("scream")
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jostle_bone() //VOREStation Edit End
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playsound(src, "fracture", 10, 1, -2)
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status |= ORGAN_BROKEN
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broken_description = pick("broken","fracture","hairline fracture")
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jostle_bone()
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// Fractures have a chance of getting you out of restraints
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if (prob(25))
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