Okay a few things I just saw
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@@ -105,9 +105,10 @@
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. = TRUE //don't do attack animation.
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var/cached_Bdamage = brainmob?.health
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var/datum/reagent/medicine/neurine/N = reagents.has_reagent("neurine")
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var/datum/reagent/medicine/mannitol/M1 = reagents.has_reagent("mannitol")
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if(O.reagents.has_reagent("mannitol"))//Just a quick way to bolster the effects if someone mixes up a batch.
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N.volume *= 1.5
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N.volume *= (M1.volume*0.5)
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if(!O.reagents.has_reagent("neurine", 10))
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to_chat(user, "<span class='warning'>There's not enough neurine in [O] to restore [src]!</span>")
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@@ -119,10 +120,10 @@
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return
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user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
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setOrganDamage((damage - (0.10 * maxHealth)*N.volume)) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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setOrganDamage((damage - (0.10 * maxHealth)*(N.volume/10))) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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O.reagents.clear_reagents()
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if(cached_Bdamage) //Fixing dead brains yeilds a trauma
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if(cached_Bdamage <= HEALTH_THRESHOLD_DEAD) //Fixing dead brains yeilds a trauma
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if((cached_Bdamage <= HEALTH_THRESHOLD_DEAD) && (brainmob.health > HEALTH_THRESHOLD_DEAD))
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if(prob(90))
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gain_trauma_type(BRAIN_TRAUMA_MILD)
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@@ -149,7 +150,7 @@
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return
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user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
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setOrganDamage((damage - (0.05 * maxHealth)*M.volume)) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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setOrganDamage((damage - (0.05 * maxHealth)*(M.volume/10))) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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O.reagents.clear_reagents()
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return
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