Merge pull request #10012 from Commandersand/INEEDAMEDICBAG
Rebalance/port: refactor ported, ointment/brute pack healing nerf but max stack doubled. gauze heals a bit now
This commit is contained in:
@@ -11,95 +11,42 @@
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resistance_flags = FLAMMABLE
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max_integrity = 40
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novariants = FALSE
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var/heal_brute = 0
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var/heal_burn = 0
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var/stop_bleeding = 0
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item_flags = NOBLUDGEON
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var/self_delay = 50
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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if(M.stat == DEAD && !stop_bleeding)
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var/t_him = "it"
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if(M.gender == MALE)
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t_him = "him"
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else if(M.gender == FEMALE)
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t_him = "her"
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to_chat(user, "<span class='danger'>\The [M] is dead, you cannot help [t_him]!</span>")
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. = ..()
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if(!M.can_inject(user, TRUE))
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return
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if(!iscarbon(M) && !isanimal(M))
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to_chat(user, "<span class='danger'>You don't know how to apply \the [src] to [M]!</span>")
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return 1
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var/obj/item/bodypart/affecting
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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affecting = C.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
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if(M == user)
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user.visible_message("<span class='notice'>[user] starts to apply \the [src] on [user.p_them()]self...</span>", "<span class='notice'>You begin applying \the [src] on yourself...</span>")
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if(!do_mob(user, M, self_delay, extra_checks=CALLBACK(M, /mob/living/proc/can_inject, user, TRUE)))
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return
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(stop_bleeding)
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if(H.bleedsuppress)
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to_chat(user, "<span class='warning'>[H]'s bleeding is already bandaged!</span>")
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return
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else if(!H.bleed_rate)
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to_chat(user, "<span class='warning'>[H] isn't bleeding!</span>")
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return
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if(heal(M, user))
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log_combat(user, M, "healed", src.name)
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use(1)
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if(isliving(M))
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if(!M.can_inject(user, 1))
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return
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/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
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return
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if(user)
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if (M != user)
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if (isanimal(M))
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var/mob/living/simple_animal/critter = M
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if (!(critter.healable))
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to_chat(user, "<span class='notice'> You cannot use [src] on [M]!</span>")
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return
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else if (critter.health == critter.maxHealth)
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to_chat(user, "<span class='notice'> [M] is at full health.</span>")
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return
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else if(src.heal_brute < 1)
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to_chat(user, "<span class='notice'> [src] won't help [M] at all.</span>")
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return
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user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", "<span class='green'>You apply [src] on [M].</span>")
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else
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var/t_himself = "itself"
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if(user.gender == MALE)
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t_himself = "himself"
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else if(user.gender == FEMALE)
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t_himself = "herself"
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user.visible_message("<span class='notice'>[user] starts to apply [src] on [t_himself]...</span>", "<span class='notice'>You begin applying [src] on yourself...</span>")
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if(!do_mob(user, M, self_delay, extra_checks=CALLBACK(M, /mob/living/proc/can_inject,user,1)))
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return
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user.visible_message("<span class='green'>[user] applies [src] on [t_himself].</span>", "<span class='green'>You apply [src] on yourself.</span>")
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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affecting = C.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
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return
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(stop_bleeding)
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if(!H.bleedsuppress) //so you can't stack bleed suppression
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H.suppress_bloodloss(stop_bleeding)
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if(affecting.status == BODYPART_ORGANIC) //Limb must be organic to be healed - RR
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if(affecting.heal_damage(heal_brute, heal_burn))
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/obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/C, mob/user, brute, burn)
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var/obj/item/bodypart/affecting = C.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
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return
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if(affecting.status == BODYPART_ORGANIC) //Limb must be organic to be healed - RR
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if(affecting.brute_dam && brute || affecting.burn_dam && burn)
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user.visible_message("<span class='green'>[user] applies \the [src] on [C]'s [affecting.name].</span>", "<span class='green'>You apply \the [src] on [C]'s [affecting.name].</span>")
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if(affecting.heal_damage(brute, burn))
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C.update_damage_overlays()
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else
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to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
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else
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M.heal_bodypart_damage((src.heal_brute/2), (src.heal_burn/2))
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use(1)
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return TRUE
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to_chat(user, "<span class='notice'>[C]'s [affecting.name] can not be healed with \the [src].</span>")
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return
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to_chat(user, "<span class='notice'>\The [src] won't work on a robotic limb!</span>")
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/obj/item/stack/medical/get_belt_overlay()
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return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "pouch")
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/obj/item/stack/medical/bruise_pack
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name = "bruise pack"
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@@ -108,27 +55,56 @@
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icon_state = "brutepack"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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heal_brute = 40
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var/heal_brute = 25
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self_delay = 20
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max_amount = 12
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grind_results = list("styptic_powder" = 10)
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/obj/item/stack/medical/bruise_pack/heal(mob/living/M, mob/user)
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if(M.stat == DEAD)
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to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
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return
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if(isanimal(M))
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var/mob/living/simple_animal/critter = M
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if (!(critter.healable))
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to_chat(user, "<span class='notice'> You cannot use \the [src] on [M]!</span>")
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return FALSE
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else if (critter.health == critter.maxHealth)
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to_chat(user, "<span class='notice'> [M] is at full health.</span>")
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return FALSE
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user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
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M.heal_bodypart_damage((heal_brute/2))
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return TRUE
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if(iscarbon(M))
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return heal_carbon(M, user, heal_brute, 0)
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to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
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/obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is bludgeoning [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/stack/medical/gauze
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name = "medical gauze"
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desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, but does not heal wounds."
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desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, heals minor wounds."
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gender = PLURAL
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singular_name = "medical gauze"
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icon_state = "gauze"
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stop_bleeding = 1800
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self_delay = 20
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var/stop_bleeding = 1800
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var/heal_brute = 5
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self_delay = 10
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max_amount = 12
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/obj/item/stack/medical/gauze/heal(mob/living/M, mob/user)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(!H.bleedsuppress && H.bleed_rate) //so you can't stack bleed suppression
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H.suppress_bloodloss(stop_bleeding)
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to_chat(user, "<span class='notice'>You stop the bleeding of [M]!</span>")
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return TRUE
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to_chat(user, "<span class='notice'>You can not use \the [src] on [M]!</span>")
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/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/wirecutters) || I.get_sharpness())
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if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
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if(get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two gauzes to do this!</span>")
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return
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@@ -163,13 +139,19 @@
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icon_state = "ointment"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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heal_burn = 40
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var/heal_burn = 25
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self_delay = 20
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max_amount = 12
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grind_results = list("silver_sulfadiazine" = 10)
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/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
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if(M.stat == DEAD)
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to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
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return
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if(iscarbon(M))
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return heal_carbon(M, user, 0, heal_burn)
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to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
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/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
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return TOXLOSS
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/obj/item/stack/medical/get_belt_overlay()
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return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "pouch")
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