Lobotomy Buff
Since people were talking about deep-rooted trauma's, I buffed lobotomy. Lobotomy removes deep-rooted trauma's, but gives a trauma back that can be cured with basic brain surgery, if you fail the lobotomy, it just adds another lobotomy based trauma.
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@@ -23,7 +23,7 @@
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/datum/surgery_step/lobotomize
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name = "perform lobotomy"
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implements = list(TOOL_SCALPEL = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
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implements = list(TOOL_SCALPEL = 90, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
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/obj/item/shard = 25, /obj/item = 20)
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time = 100
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preop_sound = 'sound/surgery/scalpel1.ogg'
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@@ -47,6 +47,7 @@
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target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
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if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
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target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
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/* GS13 EDIT START
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if(prob(50))
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switch(rand(1,3))//Now let's see what hopefully-not-important part of the brain we cut off
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if(1)
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@@ -58,6 +59,15 @@
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// you're cutting off a part of the brain.w
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var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
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B.applyOrganDamage(50, 100)
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*/
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switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off
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if(1)
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
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if(2)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_SURGERY)
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if(3)
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target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_SURGERY)
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//GS13 EDIT END
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return TRUE
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/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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