5 Commits

Author SHA1 Message Date
Metis 5517d3b921 Create medicine_reagents.dm 2024-10-07 21:16:45 -04:00
Orotheim 979bc54530 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.
2024-10-07 21:16:35 -04:00
Orotheim c34840e73c Add files via upload 2024-10-07 21:15:28 -04:00
Orotheim e3fd278269 Adds unique healing chems for regen extracts 2024-10-07 21:12:31 -04:00
ReoDaProtovali 996e14bead Minor Fixes
The real poopwater PR is Reo's inability to code without introducing at least 1 bug or error
2024-10-07 21:09:23 -04:00
7 changed files with 65 additions and 4 deletions
@@ -0,0 +1,35 @@
//Chem for regen extracts to use
/datum/reagent/medicine/pure_regen_jelly
name = "Pure Regenerative Jelly"
description = "Very pure form of regenerative jelly that regenerates all types of damage rapidly, without harming slime anatomy."
reagent_state = LIQUID
color = "#91D865"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
taste_description = "jelly"
can_synth = FALSE
/datum/reagent/medicine/pure_regen_jelly/on_mob_life(mob/living/carbon/M)
M.adjustBruteLoss(-5*REM, 0)
M.adjustFireLoss(-5*REM, 0)
M.adjustOxyLoss(-5*REM, 0)
M.adjustToxLoss(-5*REM, 0, TRUE) //heals TOXINLOVERs
. = 1
..()
/datum/reagent/medicine/pure_neo_jelly
name = "Pure Neo Jelly"
description = "Pure Neo-Jelly that rapidly heals all damage."
reagent_state = LIQUID
metabolization_rate = 0.25 * REAGENTS_METABOLISM
color = "#91D865"
taste_description = "jelly"
can_synth = FALSE
/datum/reagent/medicine/pure_neo_jelly/on_mob_life(mob/living/carbon/M)
M.adjustBruteLoss(-1*REM, 0)
M.adjustFireLoss(-1*REM, 0)
M.adjustOxyLoss(-1*REM, 0)
M.adjustToxLoss(-1*REM, 0, TRUE) //heals TOXINLOVERs
M.heal_bodypart_damage(3,3)
. = 1
..()
+1
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@@ -23,6 +23,7 @@ RLD
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=100000)
slot_flags = ITEM_SLOT_BELT //GS13 EDIT
req_access_txt = "11"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
+1
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@@ -205,6 +205,7 @@ GLOBAL_LIST_INIT(fluid_duct_recipes, list(
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=75000, /datum/material/glass=37500)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
@@ -508,6 +508,8 @@
/datum/status_effect/stabilized/purple/tick()
var/is_healing = FALSE
if(owner.nutrition <= NUTRITION_LEVEL_STARVING) //No healing if you don't eat
return..()
if(owner.getBruteLoss() > 0)
owner.adjustBruteLoss(-0.4)
is_healing = TRUE
@@ -520,6 +522,7 @@
if(is_healing)
examine_text = "<span class='warning'>SUBJECTPRONOUN is regenerating slowly, purplish goo filling in small injuries!</span>"
new /obj/effect/temp_visual/heal(get_turf(owner), "#FF0000")
owner.nutrition -= 5 //Drains nutrition to heal. Idea is to make it seem like it's just speeding up natural regeneration significantly
else
examine_text = null
..()
@@ -561,8 +564,8 @@
/datum/status_effect/stabilized/yellow
id = "stabilizedyellow"
colour = "yellow"
var/cooldown = 10
var/max_cooldown = 10
var/cooldown = 30
var/max_cooldown = 30
examine_text = "<span class='warning'>Nearby electronics seem just a little more charged wherever SUBJECTPRONOUN goes.</span>"
/datum/status_effect/stabilized/yellow/tick()
@@ -623,6 +626,7 @@
colour = "dark blue"
/datum/status_effect/stabilized/darkblue/tick()
owner.adjust_bodytemperature(min(-1.5)) //Makes you colder, you are soaking wet after all
if(owner.fire_stacks > 0 && prob(80))
owner.fire_stacks--
if(owner.fire_stacks <= 0)
@@ -47,6 +47,7 @@ Regenerative extracts:
user.visible_message("<span class='notice'>[user] crushes the [src] over [M], the milky goo quickly regenerating all of [M.p_their()] injuries!</span>",
"<span class='notice'>You squeeze the [src], and it bursts over [M], the milky goo regenerating [M.p_their()] injuries.</span>")
else
/* GS13 EDIT START
user.visible_message("<span class='notice'>[user] crushes the [src] over [user.p_them()]self, the milky goo quickly regenerating all of [user.p_their()] injuries!</span>",
"<span class='notice'>You squeeze the [src], and it bursts in your hand, splashing you with milky goo which quickly regenerates your injuries!</span>")
core_effect_before(M, user)
@@ -57,6 +58,13 @@ Regenerative extracts:
M.revive(full_heal = 1)
M.set_disgust(new_disgust_level)
core_effect(M, user)
*/
user.visible_message("<span class='notice'>[user] crushes the [src] over [user.p_them()]self, the milky goo quickly seeping into [user.p_their()] skin!</span>",
"<span class='notice'>You squeeze the [src], and it bursts in your hand, splashing you with milky goo which seeps into your skin!</span>")
core_effect_before(H, user)
target.reagents.add_reagent(/datum/reagent/medicine/pure_regen_jelly,5) //No instant aheals. Gives medicine instead, extremely fast acting and very powerful. But not instant.
core_effect(H, user)
//GS13 EDIT END
playsound(target, 'sound/effects/splat.ogg', 40, 1)
//warn receivers of the extract about the disgust if they're carbon, making it clear that the regenerative extract is causing this.
if(iscarbon(M))
@@ -88,7 +96,8 @@ Regenerative extracts:
colour = "purple"
/obj/item/slimecross/regenerative/purple/core_effect(mob/living/target, mob/user)
target.reagents.add_reagent(/datum/reagent/medicine/regen_jelly,10)
//GS13 EDIT target.reagents.add_reagent(/datum/reagent/medicine/regen_jelly,10)
target.reagents.add_reagent(/datum/reagent/medicine/pure_neo_jelly,5) //Varies what it applies so you get two powerful healing chems at once since Purples are all about healing.
/obj/item/slimecross/regenerative/blue
colour = "blue"
+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)
+1
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@@ -4001,6 +4001,7 @@
#include "GainStation13\code\modules\reagents\chemistry\reagents\dwarverndrinks.dm"
#include "GainStation13\code\modules\reagents\chemistry\reagents\fatty_drinks.dm"
#include "GainStation13\code\modules\reagents\chemistry\reagents\fermi_fat.dm"
#include "GainStation13\code\modules\reagents\chemistry\reagents\medicine_reagents.dm"
#include "GainStation13\code\modules\reagents\chemistry\recipes\fatchem.dm"
#include "GainStation13\code\modules\reagents\chemistry\recipes\fatdrinks.dm"
#include "GainStation13\code\modules\reagents\chemistry\recipes\ROCKANDSTONEdrinks.dm"