/datum/surgery/brain_surgery name = "brain surgery" steps = list( /datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/fix_brain, /datum/surgery_step/close) species = list(/mob/living/carbon/human, /mob/living/carbon/monkey) possible_locs = list("head") requires_bodypart_type = 0 /datum/surgery_step/fix_brain name = "fix brain" implements = list(/obj/item/hemostat = 85, /obj/item/screwdriver = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100 time = 120 //long and complicated /datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target) var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN) if(!B) to_chat(user, "It's hard to do surgery on someone's brain when they don't have one.") return FALSE return TRUE /datum/surgery_step/fix_brain/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) user.visible_message("[user] begins to fix [target]'s brain.", "You begin to fix [target]'s brain...") /datum/surgery_step/fix_brain/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) user.visible_message("[user] successfully fixes [target]'s brain!", "You succeed in fixing [target]'s brain.") target.adjustBrainLoss(-60) target.cure_all_traumas() return TRUE /datum/surgery_step/fix_brain/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(target.getorganslot(ORGAN_SLOT_BRAIN)) user.visible_message("[user] screws up, causing more damage!", "You screw up, causing more damage!") target.adjustBrainLoss(80) else user.visible_message("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "You suddenly notice that the brain you were working on is not there anymore.") return FALSE