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.
This commit is contained in:
Orotheim
2024-09-13 11:23:20 +01:00
committed by Metis
parent c34840e73c
commit 979bc54530
+11 -1
View File
@@ -23,7 +23,7 @@
/datum/surgery_step/lobotomize
name = "perform lobotomy"
implements = list(TOOL_SCALPEL = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
implements = list(TOOL_SCALPEL = 90, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
/obj/item/shard = 25, /obj/item = 20)
time = 100
preop_sound = 'sound/surgery/scalpel1.ogg'
@@ -47,6 +47,7 @@
target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
/* GS13 EDIT START
if(prob(50))
switch(rand(1,3))//Now let's see what hopefully-not-important part of the brain we cut off
if(1)
@@ -58,6 +59,15 @@
// you're cutting off a part of the brain.w
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
B.applyOrganDamage(50, 100)
*/
switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
if(2)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_SURGERY)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_SURGERY)
//GS13 EDIT END
return TRUE
/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)