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Medical Tweaks #3942

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Jul 2, 2018
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10 changes: 5 additions & 5 deletions code/game/objects/items/stacks/medical.dm
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,7 @@
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 3
heal_brute = 7 //VOREStation Edit
origin_tech = list(TECH_BIO = 1)
apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg','sound/effects/tape.ogg')

Expand Down Expand Up @@ -198,8 +198,8 @@
continue
if (W.bandaged && W.disinfected)
continue
if(used == amount)
break
//if(used == amount) //VOREStation Edit
// break //VOREStation Edit
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Changed ATKs but not gauze?

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Correct. My thought is to give ATKs a bit of a usability boost over standard gauze.

if(!do_mob(user, M, W.damage/5))
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
break
Expand All @@ -219,7 +219,7 @@
W.disinfect()
W.heal_damage(heal_brute)
playsound(src, pick(apply_sounds), 25)
used++
used = 1 //VOREStation Edit
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
Expand All @@ -233,7 +233,7 @@
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 3
heal_burn = 7 //VOREStation Edit
origin_tech = list(TECH_BIO = 1)
apply_sounds = list('sound/effects/ointment.ogg')

Expand Down
10 changes: 5 additions & 5 deletions code/modules/clothing/spacesuits/rig/modules/utility_vr.dm
Original file line number Diff line number Diff line change
Expand Up @@ -104,14 +104,14 @@
interface_name = "mounted chem injector"
interface_desc = "Dispenses loaded chemicals via an arm-mounted injector."

var/max_reagent_volume = 10 //Regen to this volume
var/max_reagent_volume = 20 //Regen to this volume
var/chems_to_use = 5 //Per injection

charges = list(
list("inaprovaline", "inaprovaline", 0, 10),
list("tricordrazine", "tricordrazine", 0, 10),
list("tramadol", "tramadol", 0, 10),
list("dexalin plus", "dexalinp", 0, 10)
list("inaprovaline", "inaprovaline", 0, 20),
list("dylovene", "dylovene", 0, 20),
list("paracetamol", "paracetamol", 0, 20),
list("dexalin", "dexalin", 0, 20)
)

/obj/item/rig_module/rescue_pharm/process()
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
if(alien == IS_SLIME)
chem_effective = 0.75
if(alien != IS_DIONA)
M.heal_organ_damage(6 * removed * chem_effective, 0)
M.heal_organ_damage(4 * removed * chem_effective, 0) //VOREStation Edit

/datum/reagent/bicaridine/overdose(var/mob/living/carbon/M, var/alien, var/removed)
..()
Expand Down Expand Up @@ -67,7 +67,7 @@
chem_effective = 0.5
M.adjustBruteLoss(2 * removed) //Mends burns, but has negative effects with a Promethean's skeletal structure.
if(alien != IS_DIONA)
M.heal_organ_damage(0, 6 * removed * chem_effective)
M.heal_organ_damage(0, 4 * removed * chem_effective) //VOREStation edit

/datum/reagent/dermaline
name = "Dermaline"
Expand All @@ -85,7 +85,7 @@
if(alien == IS_SLIME)
chem_effective = 0.75
if(alien != IS_DIONA)
M.heal_organ_damage(0, 12 * removed * chem_effective)
M.heal_organ_damage(0, 8 * removed * chem_effective) //VOREStation edit

/datum/reagent/dylovene
name = "Dylovene"
Expand Down Expand Up @@ -141,20 +141,21 @@
color = "#0080FF"
overdose = REAGENTS_OVERDOSE
scannable = 1
metabolism = REM * 0.25 //VOREStation Edit

/datum/reagent/dexalin/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
if(alien == IS_VOX)
M.adjustToxLoss(removed * 6)
M.adjustToxLoss(removed * 24) //VOREStation Edit
else if(alien == IS_SLIME && dose >= 15)
M.add_chemical_effect(CE_PAINKILLER, 15)
if(prob(15))
to_chat(M, "<span class='notice'>You have a moment of clarity as you collapse.</span>")
M.adjustBrainLoss(-5 * removed)
M.adjustBrainLoss(-20 * removed) //VOREStation Edit
M.Weaken(6)
else if(alien != IS_DIONA)
M.adjustOxyLoss(-15 * removed)
M.adjustOxyLoss(-60 * removed) //VOREStation Edit

holder.remove_reagent("lexorin", 2 * removed)
holder.remove_reagent("lexorin", 8 * removed) //VOREStation Edit

/datum/reagent/dexalinp
name = "Dexalin Plus"
Expand Down Expand Up @@ -399,7 +400,7 @@
M.Weaken(5)
if(dose >= 10 && M.paralysis < 40)
M.AdjustParalysis(1) //Messing with the core with a simple chemical probably isn't the best idea.
M.adjustBrainLoss(-30 * removed * chem_effective)
M.adjustBrainLoss(-8 * removed * chem_effective) //VOREStation Edit
M.add_chemical_effect(CE_PAINKILLER, 10 * chem_effective)

/datum/reagent/imidazoline
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -62,15 +62,20 @@
/datum/reagent/vermicetol
name = "Vermicetol"
id = "vermicetol"
description = "A potent chemical that treats burn damage at an exceptional rate and lasts a while."
description = "A potent chemical that treats all damage at an exceptional rate and lasts a while."
taste_description = "sparkles"
reagent_state = SOLID
color = "#964e06"
overdose = 10
overdose = 15
scannable = 1
metabolism = 0.02
metabolism = 0.05
mrate_static = TRUE

/datum/reagent/vermicetol/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
if(alien != IS_DIONA)
M.heal_organ_damage(0, 110 * removed) //Not as potent as Kelotane, but lasts LONG.
var/chem_effective = 1
if(alien == IS_SLIME)
chem_effective = 0.5
M.heal_organ_damage(60 * removed, 60 * removed * chem_effective)
M.adjustOxyLoss(-120 * removed * chem_effective)
M.adjustToxLoss(-60 * removed * chem_effective)
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Lemme talk to admins about this part. This part has some 'rezadone-like' implications.

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It heals 3 brute/burn/toxin per tick, and 6 oxy per tick, due to the very, very slow metabolization, which is why it is more super tricordazine than rezadone which heals a huge amount in a very short time.

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Actually in talking to Temp and doing the math, a single piece of grubmeat is enough to give you 12 minutes of massive healing. This should be nerfed, or the recipe should be made more expensive (or both)

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Recommending nerf, speed up metab rate and decrease healing so it'll give maybe like... 2 per tick max and not nearly for as long. It might actually make vermicetol useful enough to make.

Alternatively, making it the 8 heal brute chem could be considered as well. Solar grubs happen what feels like nearly every round. The only issue is that I'm not sure if you can butcher the solar grub larvae and they tend to get killed pretty quickly - before they mature. But that's an IC thing that can probably be worked out.

16 changes: 8 additions & 8 deletions code/modules/reagents/reagent_containers/syringes.dm
Original file line number Diff line number Diff line change
Expand Up @@ -333,8 +333,8 @@
/obj/item/weapon/reagent_containers/syringe/inaprovaline/New()
..()
reagents.add_reagent("inaprovaline", 15)
mode = SYRINGE_INJECT
update_icon()
//mode = SYRINGE_INJECT //VOREStation Edit - Starts capped
//update_icon()

/obj/item/weapon/reagent_containers/syringe/antitoxin
name = "Syringe (anti-toxin)"
Expand All @@ -343,8 +343,8 @@
/obj/item/weapon/reagent_containers/syringe/antitoxin/New()
..()
reagents.add_reagent("anti_toxin", 15)
mode = SYRINGE_INJECT
update_icon()
//mode = SYRINGE_INJECT //VOREStation Edit - Starts capped
//update_icon()

/obj/item/weapon/reagent_containers/syringe/antiviral
name = "Syringe (spaceacillin)"
Expand All @@ -353,8 +353,8 @@
/obj/item/weapon/reagent_containers/syringe/antiviral/New()
..()
reagents.add_reagent("spaceacillin", 15)
mode = SYRINGE_INJECT
update_icon()
//mode = SYRINGE_INJECT //VOREStation Edit - Starts capped
//update_icon()

/obj/item/weapon/reagent_containers/syringe/drugs
name = "Syringe (drugs)"
Expand All @@ -365,8 +365,8 @@
reagents.add_reagent("space_drugs", 5)
reagents.add_reagent("mindbreaker", 5)
reagents.add_reagent("cryptobiolin", 5)
mode = SYRINGE_INJECT
update_icon()
//mode = SYRINGE_INJECT //VOREStation Edit - Starts capped
//update_icon()

/obj/item/weapon/reagent_containers/syringe/ld50_syringe/choral/New()
..()
Expand Down
6 changes: 5 additions & 1 deletion code/modules/reagents/reagent_containers/syringes_vr.dm
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,11 @@

//Dirtiness should be very low if you're the first injectee. If you're spam-injecting 4 people in a row around you though,
//This gives the last one a 30% chance of infection.
if(prob(dirtiness+(targets.len-1)*10))
var/infect_chance = dirtiness //Start with dirtiness
if(infect_chance <= 10 && (hash in targets)) //Extra fast uses on target is free
infect_chance = 0
infect_chance += (targets.len-1)*10 //Extra 10% per extra target
if(prob(infect_chance))
log_and_message_admins("[loc] infected [target]'s [eo.name] with \the [src].")
infect_limb(eo)

Expand Down