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9a2fa8b1cf
* Surgery Defines Adds some defines to surgery to make it easier to track how 'open' someone is instead of magical numbers. * Make frankensurgery less punishing Makes frankensurgery less painful. Resleeving is a thing and is MUCH easier to do. Having brain surgery apply a permanent debuff to people just means that the 'ideal' thing is to always resleeve/clone. This gets rid of the debuff. * Setting vital in a few places * Makes infected wounds not kill in stomachs Wounds still accumulate in stomachs, BUT the germ level of the external organ won't increase while being digested, meaning you won't get massive infections while doing a long-digestion scene. It was done here instead of in handle_germ_effects() so you can't just eat someone with major infections and act as a statis stomach. * Internal bleeding tweaks Makes internal bleeding slower if you have the IB cure (myelamine) Makes internal bleeding not get worse if you have the dermal equivalents of bicard+inaprovaline * Update neck.dm * Some more aggressive reform healing Makes reform healing do some more healing to bring them back. Instead of healing just 6, heals a flat 25 now of brute, fire, clone, and toxins. It then sees if you're 'below revival point' and if so, it gives you a much stronger heal to ENSURE you are brought back. * forgor to check this in the .dmi This is what happens when you have minitest selected and have your .dme ignored by default! * Update blood.dm * this comment is no longer relevent We have LVADs now! * Makes tourettes not trigger more if you have slow pulse This was presumably meant to increase your chance of a tic if you have a higher pulse, not if you have a slower/more calm pulse. * More edits * Update generic.dm
116 lines
4.7 KiB
Plaintext
116 lines
4.7 KiB
Plaintext
/*
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* Modifier applied to newly cloned people.
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*/
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// Gives rather nasty downsides for awhile, making them less robust.
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/datum/modifier/cloning_sickness
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name = "cloning sickness"
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desc = "You feel rather weak, having been cloned not so long ago."
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on_created_text = span_warning(span_large("You feel really weak."))
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on_expired_text = span_notice(span_large("You feel your strength returning to you."))
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max_health_percent = 0.6 // -40% max health.
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incoming_damage_percent = 1.1 // 10% more incoming damage.
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outgoing_melee_damage_percent = 0.7 // 30% less melee damage.
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disable_duration_percent = 1.25 // Stuns last 25% longer.
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slowdown = 1 // Slower.
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evasion = -15 // 15% easier to hit.
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// Tracks number of deaths, one modifier added per cloning
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/datum/modifier/cloned
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name = "cloned"
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desc = "You died and were cloned, and you can never forget that."
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flags = MODIFIER_GENETIC // So it gets copied if they die and get cloned again.
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stacks = MODIFIER_STACK_ALLOWED // Two deaths means two instances of this.
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// Prevents cloning, actual effect is on the cloning machine
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/datum/modifier/no_clone
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name = "Cloning Incompatibility"
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desc = "For whatever reason, you cannot be cloned."
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//WIP, but these may never be seen anyway, so *shrug
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on_created_text = span_warning("Life suddenly feels more precious.")
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on_expired_text = span_notice("Death is cheap again.")
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flags = MODIFIER_GENETIC
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// Prevents borging (specifically the MMI part), actual effect is on the MMI.
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/datum/modifier/no_borg
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name = "Cybernetic Incompatibility"
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desc = "For whatever reason, your brain is incompatible with direct cybernetic interfaces, such as the MMI."
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flags = MODIFIER_GENETIC
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//////////////////////////////////////
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//Species-Specific Cloning Modifiers//
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/////////////////////////////////////
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/datum/modifier/cloning_sickness/promethean
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name = "reformation sickness"
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desc = "Your core feels damaged, as you were reformed with the improper machinery."
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on_created_text = span_warning(span_large("Your core aches."))
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on_expired_text = span_notice(span_large("You feel your core's strength returning to normal."))
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incoming_damage_percent = 1 //Level the incoming damage from the parent modifier. They already take 200% burn.
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incoming_brute_damage_percent = 1.5 //150% incoming brute damage. Decreases the effectiveness of their 0.75 modifier.
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incoming_hal_damage_percent = 1.25 //125% incoming halloss.
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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_warning(span_large("You feel... off, and your head hurts."))
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on_expired_text = span_notice(span_large("You feel some strength returning to you."))
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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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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_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_warning(span_large("You feel... off. Everything is fuzzy."))
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on_expired_text = span_notice(span_large("You feel your senses returning to you."))
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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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