changes
This commit is contained in:
@@ -93,7 +93,6 @@
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return language_holder
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/datum/mind/proc/transfer_to(mob/new_character, var/force_key_move = 0)
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var/original_character = null
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var/old_character = current
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var/signals = SEND_SIGNAL(new_character, COMSIG_MOB_PRE_PLAYER_CHANGE, new_character, old_character) | SEND_SIGNAL(src, COMSIG_PRE_MIND_TRANSFER, new_character, old_character)
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if(signals & COMPONENT_STOP_MIND_TRANSFER)
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@@ -206,8 +206,6 @@
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/// Additional beneficial effects when the wound is gained, in case you want to give a temporary boost to allow the victim to try an escape or last stand
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/datum/wound/proc/second_wind()
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if(HAS_TRAIT(victim, TRAIT_NOMETABOLISM))
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return
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switch(severity)
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if(WOUND_SEVERITY_MODERATE)
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@@ -0,0 +1,453 @@
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/*
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Bones
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*/
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// TODO: well, a lot really, but i'd kill to get overlays and a bonebreaking effect like Blitz: The League, similar to electric shock skeletons
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/*
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Base definition
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*/
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/datum/wound/brute/bone
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sound_effect = 'sound/effects/crack1.ogg'
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wound_type = WOUND_LIST_BONE
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/// The item we're currently splinted with, if there is one
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var/obj/item/stack/splinted
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/// Have we been taped?
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var/taped
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/// Have we been bone gel'd?
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var/gelled
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/// If we did the gel + surgical tape healing method for fractures, how many regen points we need
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var/regen_points_needed
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/// Our current counter for gel + surgical tape regeneration
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var/regen_points_current
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/// If we suffer severe head booboos, we can get brain traumas tied to them
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var/datum/brain_trauma/active_trauma
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/// What brain trauma group, if any, we can draw from for head wounds
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var/brain_trauma_group
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/// If we deal brain traumas, when is the next one due?
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var/next_trauma_cycle
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/// How long do we wait +/- 20% for the next trauma?
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var/trauma_cycle_cooldown
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/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
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var/chance_internal_bleeding = 0
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/*
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Overwriting of base procs
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*/
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/datum/wound/brute/bone/wound_injury(datum/wound/old_wound = null)
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if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
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processes = TRUE
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active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
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next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
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RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, .proc/attack_with_hurt_hand)
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if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity)))
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var/obj/item/I = victim.get_item_for_held_index(limb.held_index)
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if(istype(I, /obj/item/offhand))
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I = victim.get_inactive_held_item()
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if(I && victim.dropItemToGround(I))
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victim.visible_message("<span class='danger'>[victim] drops [I] in shock!</span>", "<span class='warning'><b>The force on your [limb.name] causes you to drop [I]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
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update_inefficiencies()
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/datum/wound/brute/bone/remove_wound(ignore_limb, replaced)
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limp_slowdown = 0
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QDEL_NULL(active_trauma)
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if(victim)
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UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
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return ..()
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/datum/wound/brute/bone/handle_process()
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. = ..()
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if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
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if(active_trauma)
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QDEL_NULL(active_trauma)
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else
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active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
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next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
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if(!regen_points_needed)
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return
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regen_points_current++
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if(prob(severity * 2))
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victim.take_bodypart_damage(rand(2, severity * 2), stamina=rand(2, severity * 2.5), wound_bonus=CANT_WOUND)
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if(prob(33))
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to_chat(victim, "<span class='danger'>You feel a sharp pain in your body as your bones are reforming!</span>")
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if(regen_points_current > regen_points_needed)
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if(!victim || !limb)
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qdel(src)
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return
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to_chat(victim, "<span class='green'>Your [limb.name] has recovered from your fracture!</span>")
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remove_wound()
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/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
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/datum/wound/brute/bone/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
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if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
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return
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// With a severe or critical wound, you have a 15% or 30% chance to proc pain on hit
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if(prob((severity - 1) * 15))
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// And you have a 70% or 50% chance to actually land the blow, respectively
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if(prob(70 - 20 * (severity - 1)))
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to_chat(victim, "<span class='userdanger'>The fracture in your [limb.name] shoots with pain as you strike [target]!</span>")
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limb.receive_damage(brute=rand(1,5))
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else
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victim.visible_message("<span class='danger'>[victim] weakly strikes [target] with [victim.p_their()] broken [limb.name], recoiling from pain!</span>", \
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"<span class='userdanger'>You fail to strike [target] as the fracture in your [limb.name] lights up in unbearable pain!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
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victim.emote("scream")
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victim.Stun(0.5 SECONDS)
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limb.receive_damage(brute=rand(3,7))
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return COMPONENT_NO_ATTACK_HAND
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/datum/wound/brute/bone/receive_damage(wounding_type, wounding_dmg, wound_bonus)
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if(!victim)
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return
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if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(chance_internal_bleeding + wounding_dmg))
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var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound
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switch(blood_bled)
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if(1 to 6)
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victim.bleed(blood_bled, TRUE)
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if(7 to 13)
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victim.visible_message("<span class='danger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>")
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victim.bleed(blood_bled, TRUE)
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if(14 to 19)
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victim.visible_message("<span class='danger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>")
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.bleed(blood_bled)
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if(20 to INFINITY)
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victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>")
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victim.bleed(blood_bled)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.add_splatter_floor(get_step(victim.loc, victim.dir))
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if(!(wounding_type in list(WOUND_SHARP, WOUND_BURN)) || !splinted || wound_bonus == CANT_WOUND)
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return
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splinted.take_damage(wounding_dmg, damage_type = (wounding_type == WOUND_SHARP ? BRUTE : BURN), sound_effect = FALSE)
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if(QDELETED(splinted))
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var/destroyed_verb = (wounding_type == WOUND_SHARP ? "torn" : "burned")
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victim.visible_message("<span class='danger'>The splint securing [victim]'s [limb.name] is [destroyed_verb] away!</span>", "<span class='danger'><b>The splint securing your [limb.name] is [destroyed_verb] away!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
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splinted = null
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treat_priority = TRUE
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update_inefficiencies()
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/datum/wound/brute/bone/get_examine_description(mob/user)
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if(!splinted && !gelled && !taped)
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return ..()
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var/msg = ""
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if(!splinted)
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msg = "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]"
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else
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var/splint_condition = ""
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// how much life we have left in these bandages
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switch(splinted.obj_integrity / splinted.max_integrity * 100)
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if(0 to 25)
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splint_condition = "just barely "
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if(25 to 50)
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splint_condition = "loosely "
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if(50 to 75)
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splint_condition = "mostly "
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if(75 to INFINITY)
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splint_condition = "tightly "
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msg = "<B>[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]</B>"
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if(taped)
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msg += ", <span class='notice'>and appears to be reforming itself under some surgical tape!</span>"
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else if(gelled)
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msg += ", <span class='notice'>with fizzing flecks of blue bone gel sparking off the bone!</span>"
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else
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msg += "!"
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return "[msg]</B>"
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/*
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New common procs for /datum/wound/brute/bone/
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*/
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/datum/wound/brute/bone/proc/update_inefficiencies()
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if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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if(splinted)
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limp_slowdown = initial(limp_slowdown) * splinted.splint_factor
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else
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limp_slowdown = initial(limp_slowdown)
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victim.apply_status_effect(STATUS_EFFECT_LIMP)
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else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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if(splinted)
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interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * splinted.splint_factor)
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else
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interaction_efficiency_penalty = interaction_efficiency_penalty
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if(initial(disabling) && splinted)
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disabling = FALSE
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else if(initial(disabling))
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disabling = TRUE
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limb.update_wounds()
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/*
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BEWARE OF REDUNDANCY AHEAD THAT I MUST PARE DOWN
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*/
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/datum/wound/brute/bone/proc/splint(obj/item/stack/I, mob/user)
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if(splinted && splinted.splint_factor >= I.splint_factor)
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to_chat(user, "<span class='warning'>The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].</span>")
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return
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user.visible_message("<span class='danger'>[user] begins splinting [victim]'s [limb.name] with [I].</span>", "<span class='warning'>You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
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if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
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return
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user.visible_message("<span class='green'>[user] finishes splinting [victim]'s [limb.name]!</span>", "<span class='green'>You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!</span>")
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treat_priority = FALSE
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splinted = new I.type(limb)
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splinted.amount = 1
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I.use(1)
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update_inefficiencies()
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/*
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Moderate (Joint Dislocation)
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*/
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/datum/wound/brute/bone/moderate
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name = "Joint Dislocation"
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desc = "Patient's bone has been unset from socket, causing pain and reduced motor function."
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treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice."
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examine_desc = "is awkwardly jammed out of place"
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occur_text = "jerks violently and becomes unseated"
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severity = WOUND_SEVERITY_MODERATE
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viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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interaction_efficiency_penalty = 1.5
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limp_slowdown = 3
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threshold_minimum = 35
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threshold_penalty = 15
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treatable_tool = TOOL_BONESET
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status_effect_type = /datum/status_effect/wound/bone/moderate
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scarring_descriptions = list("light discoloring", "a slight blue tint")
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/datum/wound/brute/bone/moderate/crush()
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if(prob(33))
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victim.visible_message("<span class='danger'>[victim]'s dislocated [limb.name] pops back into place!</span>", "<span class='userdanger'>Your dislocated [limb.name] pops back into place! Ow!</span>")
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remove_wound()
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/datum/wound/brute/bone/moderate/try_handling(mob/living/carbon/human/user)
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if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
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return FALSE
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if(user.grab_state == GRAB_PASSIVE)
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to_chat(user, "<span class='warning'>You must have [victim] in an aggressive grab to manipulate [victim.p_their()] [lowertext(name)]!</span>")
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return TRUE
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if(user.grab_state >= GRAB_AGGRESSIVE)
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user.visible_message("<span class='danger'>[user] begins twisting and straining [victim]'s dislocated [limb.name]!</span>", "<span class='notice'>You begin twisting and straining [victim]'s dislocated [limb.name]...</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[user] begins twisting and straining your dislocated [limb.name]!</span>")
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if(user.a_intent == INTENT_HELP)
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chiropractice(user)
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else
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malpractice(user)
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return TRUE
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/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
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/datum/wound/brute/bone/moderate/proc/chiropractice(mob/living/carbon/human/user)
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var/time = base_treat_time
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if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
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return
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if(prob(65))
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user.visible_message("<span class='danger'>[user] snaps [victim]'s dislocated [limb.name] back into place!</span>", "<span class='notice'>You snap [victim]'s dislocated [limb.name] back into place!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[user] snaps your dislocated [limb.name] back into place!</span>")
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victim.emote("scream")
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limb.receive_damage(brute=20, wound_bonus=CANT_WOUND)
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qdel(src)
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else
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user.visible_message("<span class='danger'>[user] wrenches [victim]'s dislocated [limb.name] around painfully!</span>", "<span class='danger'>You wrench [victim]'s dislocated [limb.name] around painfully!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[user] wrenches your dislocated [limb.name] around painfully!</span>")
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limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
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chiropractice(user)
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/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
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/datum/wound/brute/bone/moderate/proc/malpractice(mob/living/carbon/human/user)
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var/time = base_treat_time
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if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
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return
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if(prob(65))
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user.visible_message("<span class='danger'>[user] snaps [victim]'s dislocated [limb.name] with a sickening crack!</span>", "<span class='danger'>You snap [victim]'s dislocated [limb.name] with a sickening crack!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[user] snaps your dislocated [limb.name] with a sickening crack!</span>")
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victim.emote("scream")
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limb.receive_damage(brute=25, wound_bonus=30)
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else
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user.visible_message("<span class='danger'>[user] wrenches [victim]'s dislocated [limb.name] around painfully!</span>", "<span class='danger'>You wrench [victim]'s dislocated [limb.name] around painfully!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[user] wrenches your dislocated [limb.name] around painfully!</span>")
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limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
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malpractice(user)
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/datum/wound/brute/bone/moderate/treat(obj/item/I, mob/user)
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if(victim == user)
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victim.visible_message("<span class='danger'>[user] begins resetting [victim.p_their()] [limb.name] with [I].</span>", "<span class='warning'>You begin resetting your [limb.name] with [I]...</span>")
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else
|
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user.visible_message("<span class='danger'>[user] begins resetting [victim]'s [limb.name] with [I].</span>", "<span class='notice'>You begin resetting [victim]'s [limb.name] with [I]...</span>")
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if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
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return
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if(victim == user)
|
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limb.receive_damage(brute=15, wound_bonus=CANT_WOUND)
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victim.visible_message("<span class='danger'>[user] finishes resetting [victim.p_their()] [limb.name]!</span>", "<span class='userdanger'>You reset your [limb.name]!</span>")
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else
|
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limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
|
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user.visible_message("<span class='danger'>[user] finishes resetting [victim]'s [limb.name]!</span>", "<span class='nicegreen'>You finish resetting [victim]'s [limb.name]!</span>", victim)
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to_chat(victim, "<span class='userdanger'>[user] resets your [limb.name]!</span>")
|
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|
||||
victim.emote("scream")
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qdel(src)
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||||
|
||||
/*
|
||||
Severe (Hairline Fracture)
|
||||
*/
|
||||
|
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/datum/wound/brute/bone/severe
|
||||
name = "Hairline Fracture"
|
||||
desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
|
||||
treat_text = "Recommended light surgical application of bone gel, though splinting will prevent worsening situation."
|
||||
examine_desc = "appears bruised and grotesquely swollen"
|
||||
|
||||
occur_text = "sprays chips of bone and develops a nasty looking bruise"
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
interaction_efficiency_penalty = 2
|
||||
limp_slowdown = 6
|
||||
threshold_minimum = 60
|
||||
threshold_penalty = 30
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/bone/severe
|
||||
treat_priority = TRUE
|
||||
scarring_descriptions = list("a faded, fist-sized bruise", "a vaguely triangular peel scar")
|
||||
brain_trauma_group = BRAIN_TRAUMA_MILD
|
||||
trauma_cycle_cooldown = 1.5 MINUTES
|
||||
chance_internal_bleeding = 40
|
||||
|
||||
/datum/wound/brute/bone/critical
|
||||
name = "Compound Fracture"
|
||||
desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
|
||||
treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
|
||||
examine_desc = "has a cracked bone sticking out of it"
|
||||
occur_text = "cracks apart, exposing broken bones to open air"
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
interaction_efficiency_penalty = 4
|
||||
limp_slowdown = 9
|
||||
sound_effect = 'sound/effects/crack2.ogg'
|
||||
threshold_minimum = 115
|
||||
threshold_penalty = 50
|
||||
disabling = TRUE
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/bone/critical
|
||||
treat_priority = TRUE
|
||||
scarring_descriptions = list("a section of janky skin lines and badly healed scars", "a large patch of uneven skin tone", "a cluster of calluses")
|
||||
brain_trauma_group = BRAIN_TRAUMA_SEVERE
|
||||
trauma_cycle_cooldown = 2.5 MINUTES
|
||||
chance_internal_bleeding = 60
|
||||
|
||||
// doesn't make much sense for "a" bone to stick out of your head
|
||||
/datum/wound/brute/bone/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
|
||||
if(L.body_zone == BODY_ZONE_HEAD)
|
||||
occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
|
||||
examine_desc = "has an unsettling indent, with bits of skull poking out"
|
||||
. = ..()
|
||||
|
||||
/// if someone is using bone gel on our wound
|
||||
/datum/wound/brute/bone/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
|
||||
if(gelled)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>[user] begins hastily applying [I] to [victim]'s' [limb.name]...</span>", "<span class='warning'>You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name], disregarding the warning label...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * 1.5 * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
I.use(1)
|
||||
victim.emote("scream")
|
||||
if(user != victim)
|
||||
user.visible_message("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] finishes applying [I] to your [limb.name], and you can feel the bones exploding with pain as they begin melting and reforming!</span>")
|
||||
else
|
||||
var/painkiller_bonus = 0
|
||||
if(victim.drunkenness)
|
||||
painkiller_bonus += 5
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/morphine))
|
||||
painkiller_bonus += 10
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/determination))
|
||||
painkiller_bonus += 5
|
||||
|
||||
if(prob(25 + (20 * severity - 2) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
|
||||
victim.visible_message("<span class='danger'>[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!</span>", "<span class='notice'>You black out from the pain of applying [I] to your [limb.name] before you can finish!</span>")
|
||||
victim.AdjustUnconscious(5 SECONDS)
|
||||
return
|
||||
victim.visible_message("<span class='notice'>[victim] finishes applying [I] to [victim.p_their()] [limb.name], grimacing from the pain!</span>", "<span class='notice'>You finish applying [I] to your [limb.name], and your bones explode in pain!</span>")
|
||||
|
||||
limb.receive_damage(30, stamina=100, wound_bonus=CANT_WOUND)
|
||||
if(!gelled)
|
||||
gelled = TRUE
|
||||
|
||||
/// if someone is using surgical tape on our wound
|
||||
/datum/wound/brute/bone/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
|
||||
if(!gelled)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!</span>")
|
||||
return
|
||||
if(taped)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already wrapped in [I.name] and reforming!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>[user] begins applying [I] to [victim]'s' [limb.name]...</span>", "<span class='warning'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
regen_points_current = 0
|
||||
regen_points_needed = 30 SECONDS * (user == victim ? 1.5 : 1) * (severity - 1)
|
||||
I.use(1)
|
||||
if(user != victim)
|
||||
user.visible_message("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='green'>[user] finishes applying [I] to your [limb.name], you immediately begin to feel your bones start to reform!</span>")
|
||||
else
|
||||
victim.visible_message("<span class='notice'>[victim] finishes applying [I] to [victim.p_their()] [limb.name], !</span>", "<span class='green'>You finish applying [I] to your [limb.name], and you immediately begin to feel your bones start to reform!</span>")
|
||||
|
||||
taped = TRUE
|
||||
processes = TRUE
|
||||
|
||||
/datum/wound/brute/bone/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/medical/bone_gel))
|
||||
gel(I, user)
|
||||
else if(istype(I, /obj/item/stack/sticky_tape/surgical))
|
||||
tape(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/gauze))
|
||||
splint(I, user)
|
||||
|
||||
/datum/wound/brute/bone/get_scanner_description(mob/user)
|
||||
. = ..()
|
||||
|
||||
. += "<div class='ml-3'>"
|
||||
|
||||
if(!gelled)
|
||||
. += "Alternative Treatment: Apply bone gel directly to injured limb, then apply surgical tape to begin bone regeneration. This is both excruciatingly painful and slow, and only recommended in dire circumstances.\n"
|
||||
else if(!taped)
|
||||
. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.</span>\n"
|
||||
else
|
||||
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_points_current/regen_points_needed)]% regenerated.</span>\n"
|
||||
|
||||
if(limb.body_zone == BODY_ZONE_HEAD)
|
||||
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
|
||||
else if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume)
|
||||
. += "Ribcage Trauma Detected: Further trauma to chest is likely to worsen internal bleeding until bone is repaired."
|
||||
. += "</div>"
|
||||
@@ -0,0 +1,323 @@
|
||||
|
||||
|
||||
|
||||
// TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code
|
||||
/datum/wound/burn
|
||||
a_or_from = "from"
|
||||
wound_type = WOUND_LIST_BURN
|
||||
processes = TRUE
|
||||
sound_effect = 'sound/effects/sizzle1.ogg'
|
||||
|
||||
treatable_by = list(/obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
|
||||
|
||||
// Flesh damage vars
|
||||
/// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed
|
||||
var/flesh_damage = 5
|
||||
/// Our current counter for how much flesh regeneration we have stacked from regenerative mesh/synthflesh/whatever, decrements each tick and lowers flesh_damage
|
||||
var/flesh_healing = 0
|
||||
|
||||
// Infestation vars (only for severe and critical)
|
||||
/// How quickly infection breeds on this burn if we don't have disinfectant
|
||||
var/infestation_rate = 0
|
||||
/// Our current level of infection
|
||||
var/infestation = 0
|
||||
/// Our current level of sanitization/anti-infection, from disinfectants/alcohol/UV lights. While positive, totally pauses and slowly reverses infestation effects each tick
|
||||
var/sanitization = 0
|
||||
|
||||
/// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
|
||||
var/strikes_to_lose_limb = 3
|
||||
|
||||
/// The current bandage we have for this wound (maybe move bandages to the limb?)
|
||||
var/obj/item/stack/current_bandage
|
||||
|
||||
/datum/wound/burn/handle_process()
|
||||
. = ..()
|
||||
if(strikes_to_lose_limb == 0)
|
||||
victim.adjustToxLoss(0.5)
|
||||
if(prob(1))
|
||||
victim.visible_message("<span class='danger'>The infection on the remnants of [victim]'s [limb.name] shift and bubble nauseatingly!</span>", "<span class='warning'>You can feel the infection on the remnants of your [limb.name] coursing through your veins!</span>")
|
||||
return
|
||||
|
||||
if(victim.reagents)
|
||||
if(victim.reagents.has_reagent(/datum/reagent/medicine/spaceacillin))
|
||||
sanitization += 0.9
|
||||
if(victim.reagents.has_reagent(/datum/reagent/space_cleaner/sterilizine/))
|
||||
sanitization += 0.9
|
||||
if(victim.reagents.has_reagent(/datum/reagent/medicine/mine_salve))
|
||||
sanitization += 0.3
|
||||
flesh_healing += 0.5
|
||||
|
||||
if(current_bandage)
|
||||
current_bandage.absorption_capacity -= WOUND_BURN_SANITIZATION_RATE
|
||||
if(current_bandage.absorption_capacity <= 0)
|
||||
victim.visible_message("<span class='danger'>Pus soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Pus soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
QDEL_NULL(current_bandage)
|
||||
treat_priority = TRUE
|
||||
|
||||
if(flesh_healing > 0)
|
||||
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
|
||||
flesh_damage = max(0, flesh_damage - 1)
|
||||
flesh_healing = max(0, flesh_healing - bandage_factor) // good bandages multiply the length of flesh healing
|
||||
|
||||
// here's the check to see if we're cleared up
|
||||
if((flesh_damage <= 0) && (infestation <= 1))
|
||||
to_chat(victim, "<span class='green'>The burns on your [limb.name] have cleared up!</span>")
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
// sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization
|
||||
if(sanitization > 0)
|
||||
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
|
||||
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE)
|
||||
sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor))
|
||||
return
|
||||
|
||||
infestation += infestation_rate
|
||||
|
||||
switch(infestation)
|
||||
if(0 to WOUND_INFECTION_MODERATE)
|
||||
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
|
||||
if(prob(30))
|
||||
victim.adjustToxLoss(0.2)
|
||||
if(prob(6))
|
||||
to_chat(victim, "<span class='warning'>The blisters on your [limb.name] ooze a strange pus...</span>")
|
||||
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
|
||||
if(!disabling && prob(2))
|
||||
to_chat(victim, "<span class='warning'><b>Your [limb.name] completely locks up, as you struggle for control against the infection!</b></span>")
|
||||
disabling = TRUE
|
||||
else if(disabling && prob(8))
|
||||
to_chat(victim, "<span class='notice'>You regain sensation in your [limb.name], but it's still in terrible shape!</span>")
|
||||
disabling = FALSE
|
||||
else if(prob(20))
|
||||
victim.adjustToxLoss(0.5)
|
||||
if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
|
||||
if(!disabling && prob(3))
|
||||
to_chat(victim, "<span class='warning'><b>You suddenly lose all sensation of the festering infection in your [limb.name]!</b></span>")
|
||||
disabling = TRUE
|
||||
else if(disabling && prob(3))
|
||||
to_chat(victim, "<span class='notice'>You can barely feel your [limb.name] again, and you have to strain to retain motor control!</span>")
|
||||
disabling = FALSE
|
||||
else if(prob(1))
|
||||
to_chat(victim, "<span class='warning'>You contemplate life without your [limb.name]...</span>")
|
||||
victim.adjustToxLoss(0.75)
|
||||
else if(prob(4))
|
||||
victim.adjustToxLoss(1)
|
||||
if(WOUND_INFECTION_SEPTIC to INFINITY)
|
||||
if(prob(infestation))
|
||||
switch(strikes_to_lose_limb)
|
||||
if(3 to INFINITY)
|
||||
to_chat(victim, "<span class='deadsay'>The skin on your [limb.name] is literally dripping off, you feel awful!</span>")
|
||||
if(2)
|
||||
to_chat(victim, "<span class='deadsay'><b>The infection in your [limb.name] is literally dripping off, you feel horrible!</b></span>")
|
||||
if(1)
|
||||
to_chat(victim, "<span class='deadsay'><b>Infection has just about completely claimed your [limb.name]!</b></span>")
|
||||
if(0)
|
||||
to_chat(victim, "<span class='deadsay'><b>The last of the nerve endings in your [limb.name] wither away, as the infection completely paralyzes your joint connector.</b></span>")
|
||||
threshold_penalty = 120 // piss easy to destroy
|
||||
var/datum/brain_trauma/severe/paralysis/sepsis = new (limb.body_zone)
|
||||
victim.gain_trauma(sepsis)
|
||||
strikes_to_lose_limb--
|
||||
|
||||
/datum/wound/burn/get_examine_description(mob/user)
|
||||
if(strikes_to_lose_limb <= 0)
|
||||
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic.</B></span>"
|
||||
|
||||
var/condition = ""
|
||||
if(current_bandage)
|
||||
var/bandage_condition
|
||||
switch(current_bandage.absorption_capacity)
|
||||
if(0 to 1.25)
|
||||
bandage_condition = "nearly ruined "
|
||||
if(1.25 to 2.75)
|
||||
bandage_condition = "badly worn "
|
||||
if(2.75 to 4)
|
||||
bandage_condition = "slightly pus-stained "
|
||||
if(4 to INFINITY)
|
||||
bandage_condition = "clean "
|
||||
|
||||
condition += " underneath a dressing of [bandage_condition] [current_bandage.name]"
|
||||
else
|
||||
switch(infestation)
|
||||
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
|
||||
condition += ", <span class='deadsay'>with small spots of discoloration along the nearby veins!</span>"
|
||||
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
|
||||
condition += ", <span class='deadsay'>with dark clouds spreading outwards under the skin!</span>"
|
||||
if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
|
||||
condition += ", <span class='deadsay'>with streaks of rotten infection pulsating outward!</span>"
|
||||
if(WOUND_INFECTION_SEPTIC to INFINITY)
|
||||
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is a mess of char and rot, skin literally dripping off the bone with infection!</B></span>"
|
||||
else
|
||||
condition += "!"
|
||||
|
||||
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]</B>"
|
||||
|
||||
/datum/wound/burn/get_scanner_description(mob/user)
|
||||
if(strikes_to_lose_limb == 0)
|
||||
var/oopsie = "Type: [name]\nSeverity: [severity_text()]"
|
||||
oopsie += "<div class='ml-3'>Infection Level: <span class='deadsay'>The infection is total. The bodypart is lost. Amputate or augment limb immediately.</span></div>"
|
||||
return oopsie
|
||||
|
||||
. = ..()
|
||||
. += "<div class='ml-3'>"
|
||||
|
||||
if(infestation <= sanitization && flesh_damage <= flesh_healing)
|
||||
. += "No further treatment required: Burns will heal shortly."
|
||||
else
|
||||
switch(infestation)
|
||||
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
|
||||
. += "Infection Level: Moderate\n"
|
||||
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
|
||||
. += "Infection Level: Severe\n"
|
||||
if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
|
||||
. += "Infection Level: <span class='deadsay'>CRITICAL</span>\n"
|
||||
if(WOUND_INFECTION_SEPTIC to INFINITY)
|
||||
. += "Infection Level: <span class='deadsay'>LOSS IMMINENT</span>\n"
|
||||
if(infestation > sanitization)
|
||||
. += "\tSurgical debridement, antiobiotics/sterilizers, or regenerative mesh will rid infection. Paramedic UV penlights are also effective.\n"
|
||||
|
||||
if(flesh_damage > 0)
|
||||
. += "Flesh damage detected: Please apply ointment or regenerative mesh to allow recovery.\n"
|
||||
. += "</div>"
|
||||
|
||||
/*
|
||||
new burn common procs
|
||||
*/
|
||||
|
||||
/// if someone is using ointment on our burns
|
||||
/datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user)
|
||||
user.visible_message("<span class='notice'>[user] begins applying [I] to [victim]'s [limb.name]...</span>", "<span class='notice'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
I.use(1)
|
||||
sanitization += I.sanitization
|
||||
flesh_healing += I.flesh_regeneration
|
||||
|
||||
if((infestation <= 0 || sanitization >= infestation) && (flesh_damage <= 0 || flesh_healing > flesh_damage))
|
||||
to_chat(user, "<span class='notice'>You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.</span>")
|
||||
else
|
||||
try_treating(I, user)
|
||||
|
||||
/// for use in the burn dressing surgery since we don't want to make them do another do_after obviously
|
||||
/datum/wound/burn/proc/force_bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is wrapping gauze on our burns
|
||||
/datum/wound/burn/proc/bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
if(current_bandage)
|
||||
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
|
||||
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
|
||||
return
|
||||
user.visible_message("<span class='warning'>[user] begins to redress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='notice'>[user] begins to dress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is using mesh on our burns
|
||||
/datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user)
|
||||
user.visible_message("<span class='notice'>[user] begins wrapping [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
I.use(1)
|
||||
sanitization += I.sanitization
|
||||
flesh_healing += I.flesh_regeneration
|
||||
|
||||
if(sanitization >= infestation && flesh_healing > flesh_damage)
|
||||
to_chat(user, "<span class='notice'>You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.</span>")
|
||||
else
|
||||
try_treating(I, user)
|
||||
|
||||
/// Paramedic UV penlights
|
||||
/datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user)
|
||||
if(I.uv_cooldown > world.time)
|
||||
to_chat(user, "<span class='notice'>[I] is still recharging!</span>")
|
||||
return
|
||||
if(infestation <= 0 || infestation < sanitization)
|
||||
to_chat(user, "<span class='notice'>There's no infection to treat on [victim]'s [limb.name]!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] flashes the burns on [victim]'s [limb] with [I].</span>", "<span class='notice'>You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
sanitization += I.uv_power
|
||||
I.uv_cooldown = world.time + I.uv_cooldown_length
|
||||
|
||||
/datum/wound/burn/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/medical/gauze))
|
||||
bandage(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/ointment))
|
||||
ointment(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/mesh))
|
||||
mesh(I, user)
|
||||
else if(istype(I, /obj/item/flashlight/pen/paramedic))
|
||||
uv(I, user)
|
||||
|
||||
/// basic support for instabitaluri/synthflesh healing flesh damage, more chem support in the future
|
||||
/datum/wound/burn/proc/regenerate_flesh(amount)
|
||||
flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard
|
||||
|
||||
// we don't even care about first degree burns, straight to second
|
||||
/datum/wound/burn/moderate
|
||||
name = "Second Degree Burns"
|
||||
desc = "Patient is suffering considerable burns with mild skin penetration, weakening limb integrity and increased burning sensations."
|
||||
treat_text = "Recommended application of topical ointment or regenerative mesh to affected region."
|
||||
examine_desc = "is badly burned and breaking out in blisters"
|
||||
occur_text = "breaks out with violent red burns"
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
damage_mulitplier_penalty = 1.1
|
||||
threshold_minimum = 40
|
||||
threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
|
||||
status_effect_type = /datum/status_effect/wound/burn/moderate
|
||||
flesh_damage = 5
|
||||
scarring_descriptions = list("small amoeba-shaped skinmarks", "a faded streak of depressed skin")
|
||||
|
||||
/datum/wound/burn/severe
|
||||
name = "Third Degree Burns"
|
||||
desc = "Patient is suffering extreme burns with full skin penetration, creating serious risk of infection and greatly reduced limb integrity."
|
||||
treat_text = "Recommended immediate disinfection and excision of any infected skin, followed by bandaging and ointment."
|
||||
examine_desc = "appears seriously charred, with aggressive red splotches"
|
||||
occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns"
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
damage_mulitplier_penalty = 1.2
|
||||
threshold_minimum = 80
|
||||
threshold_penalty = 40
|
||||
status_effect_type = /datum/status_effect/wound/burn/severe
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
infestation_rate = 0.05 // appx 13 minutes to reach sepsis without any treatment
|
||||
flesh_damage = 12.5
|
||||
scarring_descriptions = list("a large, jagged patch of faded skin", "random spots of shiny, smooth skin", "spots of taut, leathery skin")
|
||||
|
||||
/datum/wound/burn/critical
|
||||
name = "Catastrophic Burns"
|
||||
desc = "Patient is suffering near complete loss of tissue and significantly charred muscle and bone, creating life-threatening risk of infection and negligible limb integrity."
|
||||
treat_text = "Immediate surgical debriding of any infected skin, followed by potent tissue regeneration formula and bandaging."
|
||||
examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue"
|
||||
occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess"
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
damage_mulitplier_penalty = 1.3
|
||||
sound_effect = 'sound/effects/sizzle2.ogg'
|
||||
threshold_minimum = 140
|
||||
threshold_penalty = 80
|
||||
status_effect_type = /datum/status_effect/wound/burn/critical
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment
|
||||
flesh_damage = 20
|
||||
scarring_descriptions = list("massive, disfiguring keloid scars", "several long streaks of badly discolored and malformed skin", "unmistakeable splotches of dead tissue from serious burns")
|
||||
@@ -129,7 +129,7 @@
|
||||
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
|
||||
return FALSE
|
||||
|
||||
if(!isfelinid(user))
|
||||
if(!iscatperson(user))
|
||||
return FALSE
|
||||
|
||||
lick_wounds(user)
|
||||
|
||||
Reference in New Issue
Block a user