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[MAP] Defibrillators #5564

Merged
merged 14 commits into from Nov 4, 2014
Merged

[MAP] Defibrillators #5564

merged 14 commits into from Nov 4, 2014

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ghost
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@ghost ghost commented Oct 30, 2014

Collaboration with @scoopscoop
Defib sprites by @scoopscoop
EMT jacket from NTstation by @MrSnapwalk

Adds Defibrillators:

  • Can jump people out of death state if they are in their bodies and not past the point of no return (3 minutes currently)
  • After some time (~1m) of sitting dead, defibbing corpses will revive them with brain damage
  • Uses cells, about 10 charges with default cell (highcap)
  • Has a 5 second cooldown after each use
  • Failing uses charge
  • Can be emagged for a heavy stun and some burn damage

gif

Adds EMT jackets (labcoats):

  • Available in new medical doctor wardrobe with scrubs
  • Child of labcoats
  • Moved nurse outfit to medical wardrobe

ss 2014-10-30 at 03 02 24 cool

Updates map:

  • Adds medical wardrobe to med storage
  • Adds cell charger at main desk

Defibbing only jumps people out of death and back into crit while healing 5 oxyloss damage. If they have outstanding damage from lasers, bullets, or eswords in the face for example, the patient will not be able to be defibbed and die immediately from their severe wounds. This makes the medical scanner more useful for EMTs before defibbing people to check if they have severe damage that will need reconstruction at a cloner from their genetic data.

@scoopscoop
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Yanno I didn't test the braindamage code right

@ghost
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ghost commented Oct 30, 2014

That's what the [WIP] tag is for.

@ghost
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ghost commented Oct 30, 2014

SPRITES ENTIRELY BY SCOOP BTW

@MrSnapwalk
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I made the EMT jacket.

@ghost
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ghost commented Oct 30, 2014

Sorry. OP updated with proper crediting.

@GunHog
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GunHog commented Oct 30, 2014

How do we acquire this item? Can we order more from cargo or build them?

@ghost
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ghost commented Oct 30, 2014

I'll be adding RnD specs in a future commit.

Right now, it starts in secure MD lockers and the CMO's locker, a total of 3. The rnd reproduction will have a rather high biotech requirement and stuff.

@ghost ghost changed the title [WIP] Defibrillators Defibrillators Oct 31, 2014
@ghost
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ghost commented Oct 31, 2014

This is tested and ready for code review now.

@TZK13
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TZK13 commented Oct 31, 2014

Yay, paramedic content.

Could you add one more spawn for medical scrubs in the MD's wardrobe though? It's already a pain in the ass to get the colour you want from four. Giving one of each instead might be nice too.

@ghost
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ghost commented Oct 31, 2014

I'll just do one of each instead.

@Dorsisdwarf
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So this will only revive people if they have <200 non-oxyloss damage, right?
If you get shot twice with a revolver/toolboxed into crit then die of oxyloss, you can still revive right? Because the description makes it sound like if they have any non-oxyloss damage at all it doesn't work.

@scoopscoop
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Yes and yes. If your face gets mashed in hard enough you won't be able to revive.

@theOperand
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i find it amusing that we use cpr to bring people out of crit and defibs to bring people back to life, WHICH IS EXACTLY THE OPPOSITE OF HOW IT WORKS IRL.

if(istype(W, /obj/item/weapon/card/emag))
if(emagged == 0)
emagged = 1
usr << "<span class='notice'>[W] disables [src]'s safety protocols"
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Punctuation here and at line 98.

@Cheridan
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Change the breakage from emagging to EMP or something. Emags are more open to meta and effectively gates the content to Traitor-only.

@ghost
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ghost commented Oct 31, 2014

@Cheridan
A 10 second stun should be gated to traitors in my opinion. You can still revive even if the backpack is emagged, which means people would do it every round so they had a combat stun just in case they wanted to vigilante a traitor. I could add hacking to gate it even more to people who had gloves or guessed the wires right, but I really just feel like it should be a thing traitor MDs have at their disposal because they don't really get anything besides, yknow, surgery. I could make it so the safety function was turned off by EMP as well though, because it's pretty hard to get an EMP intentionally on your defib unit unless you go to sec and say 'hey can you shoot my defib unit with your ion rifle'.

@Miauw62
Muh battlefield 2 paddles.

if(do_after(user, 30)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
playsound(get_turf(src), 'sound/weapons/flash.ogg', 50, 0)
var/isghosted = !H.key && H.mind
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I semi-recently made a mob function called get_ghost() which returns their ghost if it exists and they can re-enter their corpse. I suggest you use that, then you can replace the code in line 308.

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Oh, you should replace that in the genetics code, that's where I got this, from the cloner ghost notification

@ghost
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ghost commented Oct 31, 2014

Added a traitor objective for the defib unit.

@ghost
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ghost commented Oct 31, 2014

It's got mapping changes in it.

@ghost
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ghost commented Oct 31, 2014

Fixed.

…o defibsfinal

Conflicts:
	_maps/map_files/tgstation.2.1.3.dmm
@Czarcastic
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I would suggest reducing the crit to death time if we want to give people another way to cheat death. We already have so many.

@ghost
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ghost commented Nov 1, 2014

  • Changed emagged var to 'safety' var that's on by default. Now, emagging and EMP will toggle the safety allowing for you to attack people with the paddles. Emagging toggling your defib safety is silent.
  • Changed emagged function from a heavy stun to a heavy stamina loss attack. It now does 50 stamloss, while a disabler shot does 34. This means paddling someone with a defib that has its safety turned off will slow them down and even knock them out if their health is below 50. In addition, it has a stunning effect, so the people you defib will be locked in place for a few seconds as well as drop whatever their holding. It's a much shorter stun than it was before (3 instead of 10) and it doesn't weaken (knock people over). This makes it less of a 'gg no re stun based combat' kind of a thing.
  • Fixed punctuation in some messages.
  • Added a NOCLONE check so you can't defib revive husked people.

@ghost ghost changed the title Defibrillators [MAP] Defibrillators Nov 3, 2014
@hornygranny hornygranny merged commit e25479c into tgstation:master Nov 4, 2014
@ghost ghost deleted the defibsfinal branch January 16, 2015 00:37
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10 participants