/datum/surgery_step
Vars | |
accept_any_item | Does the surgery step accept any item? If true, ignores implements. Compatible with require_hand. |
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accept_hand | Does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item. |
bloody_chance | If this step causes blood to get on the user |
chems_needed | List of chems needed to complete the step. Even on success, the step will have no effect if there aren't the chems required in the mob. Use require_all_chems to specify if its any on the list or all on the list |
failure_sound | Sound played if the step fails |
fuckup_damage | Base damage dealt on a surgery being done without anesthetics on SURGERY_FUCKUP_CHANCE percent chance |
fuckup_damage_type | Damage type fuckup_damage is dealt as |
implement_type | The current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type. |
implements | What tools can be used in this surgery, format is path = probability of success. |
ouchie_modifying_chems | Chems that will modify the chance for fuckups while operating on conscious patients, stacks. |
preop_sound | Sound played when the step is started |
repeatable | Can this step be repeated? Make shure it isn't last step, or it used in surgery with can_cancel = 1 . Or surgion will be stuck in the loop |
require_all_chems | If chems_needed requires all chems in the list or one chem in the list. |
silicons_obey_prob | If silicons have to deal with success chance |
success_sound | Sound played if the step succeeded |
time | How long does the step take? |
Procs | |
cause_ouchie | Attempts to deal damage if the patient isn't sedated or under painkillers |
display_pain | Sends a pain message to the target, including a chance of screaming. |
move_ouchie | Deal damage if the user moved during the op |
Var Details
accept_any_item
Does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
accept_hand
Does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
bloody_chance
If this step causes blood to get on the user
chems_needed
List of chems needed to complete the step. Even on success, the step will have no effect if there aren't the chems required in the mob. Use require_all_chems to specify if its any on the list or all on the list
failure_sound
Sound played if the step fails
fuckup_damage
Base damage dealt on a surgery being done without anesthetics on SURGERY_FUCKUP_CHANCE percent chance
fuckup_damage_type
Damage type fuckup_damage is dealt as
implement_type
The current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
implements
What tools can be used in this surgery, format is path = probability of success.
ouchie_modifying_chems
Chems that will modify the chance for fuckups while operating on conscious patients, stacks.
preop_sound
Sound played when the step is started
repeatable
Can this step be repeated? Make shure it isn't last step, or it used in surgery with can_cancel = 1
. Or surgion will be stuck in the loop
require_all_chems
If chems_needed requires all chems in the list or one chem in the list.
silicons_obey_prob
If silicons have to deal with success chance
success_sound
Sound played if the step succeeded
time
How long does the step take?
Proc Details
cause_ouchie
Attempts to deal damage if the patient isn't sedated or under painkillers
display_pain
Sends a pain message to the target, including a chance of screaming.
Arguments:
- target - Who the message will be sent to
- pain_message - The message to be displayed
- mechanical_surgery - Boolean flag that represents if a surgery step is done on a mechanical limb (therefore does not force scream)
move_ouchie
Deal damage if the user moved during the op