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Re-Grow - limb regeneration for campaign #16833
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custom_metabolism = REAGENTS_METABOLISM * 5 | ||
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/datum/reagent/medicine/regrow/on_mob_add(mob/living/L, metabolism) | ||
if(volume > 5 || L.stat == DEAD || (!ishuman(L))) |
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Probably should be < 5?
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fixed
@@ -139,7 +139,7 @@ | |||
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/datum/loadout_item/secondary/kit/som_corpsman/advanced | |||
name = "Advanced meds" | |||
desc = "A variety of advanced medical injectors including Russian Red, as well as rezadone, a powerful chemical able to treat genetic damage in humanoids." | |||
desc = "A variety of advanced medical injectors including Russian Red, rezadone and Re-Grow, allowing for the treatment cloneloss and missing limbs." |
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treatment of cloneloss
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ye?
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as in the word 'of' is missing right now
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oh @Arturlang just make a change suggestion nerd, I can't read.
science wins again |
About The Pull Request
Added Re-Grow injectors to medic's advanced chem secondary kit.
The injector has 6 doses, each dose on inject will regenerate ALL missing limbs on the subject. New limbs are biotic however, so are weaker than standard.
Also fixed a couple of minor loadout bugs.
Fixed duplicate 'extra ammo' secondary for medics, and it not being the default choice as intended.
Fixes #16817 The COPE sentry secondary having TGMC sentry ammo in it.
Why It's Good For The Game
I still prefer for delimbs to be in HvH, but some weapons make it a bit too easy to achieve. This adds some counterplay and further increases the usefulness of medics.
Changelog
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add: Campaign: Added Re-Grow to advanced med secondary kit, allowing for regeneration of missing limbs
fix: Campaign: Fixed a couple of minor secondary kit bugs
/:cl: