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Asbestos, Nanites and Polonium! Oh My! #6892
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B1.reagents.add_reagent("phosphorus", 30) | ||
B1.reagents.add_reagent("shredding_nanites", 30) | ||
B2.reagents.add_reagent("potassium", 30) | ||
B2.reagents.add_reagent("sugar", 30) |
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use typepaths, not string ids
/mob/living/carbon/human/proc/asbestos_lung() | ||
var/obj/item/organ/internal/lungs/L = internal_organs_by_name[O_LUNGS] | ||
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if(L) | ||
L.damage_lung() | ||
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/mob/living/carbon/human/proc/heart_attack() | ||
var/obj/item/organ/internal/heart/H = internal_organs_by_name[O_HEART] | ||
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if(H) | ||
H.heart_attack() | ||
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is this reused or planned to be reused anywhere but the one chemical? if not, this shouldn't be /human level procs
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Yes probably, at least I want to exist if we ever want to have a heart attack as a medical issue in the future. Its also very useful command to call directly at mobs as an EM too.
requested by Silicons
Oops missed these paths
More format changes
More format updating
Some Toxins Are Hard to Get Rid Of
As a med player, it has always bothered me that all reagents could be removed easily with the sleeper. Now that this is no longer the case, I will take full advantage of it by adding new terrible poisons that act slowly and require special circumstances to remove. Rather than being rapidly processed by the body these special toxins process a static Metabolism rate of .01 meaning 1 unit can last for 100 ticks. To remove them quickly you need to apply the right chemicals which may not be readily available. Some of these reagents are specifically designed to not show signs that you are poisoned immediately. This PR also reworks nanites slightly. Harmful nanites do not process as quickly but instead take forever to be removed from your system. In order to fully remove them you will need to apply a shock chem to yourself such as grubmeat's 200 V or the new homemade 2 V substitute.
The new reagents are as follows:
Why It's Good For The Game
The new reagents are part of my ambition to make sure there is more to medical than just brute force healing damage. Though medics may be able to heal the damage caused by these reagents, this only delays the damage and the toxins will long outlast the reagents used to heal them. This could force a retreat and even for medics to stasis patients until they can get them to safety. It also provides more tools for EM antaggery (The Polonium pills are great for assassinations) and I plan to use the asbestos for future mining expansions.
Changelog
🆑
add: 5 New Reagents
add: New Break_organ proc for organs and the heart_attack() proc for humans
add: 2 new nanite chemsmoke grenades, for fun.
tweaks: 4 Nanites reagents adjusted to be more DoT then burst damage.
tweak: 200V calls electrocute act to do damage.
tweak: Happy Pills now use the 'happy pill' sprite
/:cl: