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VOREStation/code/modules/examine/descriptions/items.dm
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Cameron Lennox fb81ffbe83 Amputation Repair, Surgery adjustments, and amputation vision. (#19199)
* Fixes necrosis steps setting bone

Makes it so you the 'cut away' step doesn't set bones to open. This is entirely a non-internal fix (you're working on the flesh, not the organs inside) so you don't need the bone retracted.

* Update other.dm

* Crowbar Augment

* descriptors

* Update carbon.dm

* no typecasting

* removes unused proc

* Limb status

* Makes butchering take time

Gives a warning as well when starting it.

* Update organ.dm

* Update organ.dm

* Closing surgical stages and desc.

Opened organs have descriptions that they're opened.

Organs inform you that they have SPECIAL MECHANICS THAT'VE BEEN IN FOR 10 YEARS that you can do to them.

Allows fixing amputated organs

A BUNCH of stuff

* Update organ.dm

* Keep the washing

* Update external_repair.dm

* Update other.dm

* Organizes surgeries

* fix a typo

* Update surgery.dm

* More surgery

* Nerve Surgery

Adds template for nerve surgery

* Prevents pain from limbs that feel no pain

* Update external_repair.dm
2026-02-27 19:16:27 +01:00

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/obj/item/proc/describe_power()
switch(force)
if(0)
return "a negligable amount of"
if(1 to 2)
return "a very small amount of"
if(3 to 5)
return "a small amount of"
if(6 to 10)
return "a modest amount of"
if(11 to 15)
return "a moderate amount of"
if(16 to 20)
return "a respectable amount of"
if(21 to 35)
return "a serious amount of"
if(36 to 50)
return "a very serious amount of"
if(51 to 100)
return "a very lethal amount of"
if(101 to 2000)
return "a truly ruinous amount of"
/obj/item/proc/describe_throwpower()
switch(throwforce)
if(0)
return "a negligable amount of"
if(1 to 2)
return "a very small amount of"
if(3 to 5)
return "a small amount of"
if(6 to 10)
return "a modest amount of"
if(11 to 15)
return "a moderate amount of"
if(16 to 20)
return "a respectable amount of"
if(21 to 35)
return "a serious amount of"
if(36 to 50)
return "a very serious amount of"
if(51 to 100)
return "a very lethal amount of"
if(101 to 2000)
return "a truly ruinous amount of"
/obj/item/proc/describe_penetration()
switch(armor_penetration)
if(0)
return "cannot pierce armor"
if(1 to 20)
return "barely pierces armor"
if(21 to 30)
return "slightly pierces armor"
if(31 to 40)
return "reliably pierces lighter armors"
if(41 to 50)
return "pierces standard-issue armor reliably"
if(51 to 60)
return "pierces most armor reliably"
if(61 to 70)
return "pierces a great deal of armor"
if(71 to 80)
return "pierces the vast majority of armor"
if(81 to 99)
return "almost completely pierces all armor"
if(100 to 1000)
return "completely and utterly pierces all armor"
/obj/item/proc/describe_speed()
if(attackspeed > DEFAULT_ATTACK_COOLDOWN)
return "a slow attack speed"
else if(attackspeed < DEFAULT_ATTACK_COOLDOWN)
return "a high attack speed"
else
return "an average attack speed"
/obj/item/get_description_info(list/additional_information)
var/list/weapon_stats = list()
if(LAZYLEN(additional_information))
weapon_stats += additional_information
if(description_info)
weapon_stats += description_info
if(force)
weapon_stats += "If used in melee, it deals [describe_power()] [sharp ? "sharp" : "blunt"] damage, [describe_penetration()], and has [describe_speed()]."
if(throwforce)
weapon_stats += "If thrown, it would deal [describe_throwpower()] [sharp ? "sharp" : "blunt"] damage."
if(can_cleave)
weapon_stats += "It is capable of hitting multiple targets with a single swing."
if(reach > 1)
weapon_stats += "It can attack targets up to [reach] tiles away, and can attack over certain objects."
if(weapon_stats.len < 1)
return ""
var/assembled_string = ""
for(var/index in 1 to weapon_stats.len)
var/msg = weapon_stats[index]
if(index != weapon_stats.len)
msg += "\n"
assembled_string += msg
if(msg == description_info) //keeping the formatting as identical as I can
assembled_string += "<br>"
return assembled_string