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Metaless surgery, realistic fail conditions, and harsher consequences #70
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BlueNexus
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isSurgeon check for surgery, and new ways to fail
Metaless surgery, realistic fail conditions, and harsher consequences
Aug 26, 2015
//We had proper tools! (or RNG smiled.) and user did not move or change hands. | ||
if(prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration))) | ||
if(prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)) && ((user.mind.isSurgeon) || (!user.mind.isSurgeon) && (prob(50))) && (!user.fail_next_op)) //if they aren't a surgeon, give them a 50% chance of succeeding |
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That !user.mind.isSurgeon is completely redundant. (A || !A && B) is equals to just A || B.
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...Oh. I'll adjust that.
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isSurgeon will be a new variable set in the mind of the player's mob, which decides whether or not they can flawlessly perform surgery. if they're a bartender, they're obviously not going to be as good at surgery as a Doctor, for example. If they fail the check, they have a 50/50 chance of failing every surgical step.
Also added a fail_next_op var, which will fire if the player moves, is attacked, or does any other physical action while performing surgery. No more walking away from the table, and walking back in time for the step to complete.