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Adding fish oil. #4677
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Adding fish oil. #4677
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@@ -0,0 +1,26 @@ | |||
/mob/living/simple_animal/aquatic/fish/large/lantern | |||
name = "lantern fish" | |||
desc = "An oily, glowing fish with a habit of nipping people. They are sometimes caught in cave rivers, and are rumoured to have cousins in the deep ocean." |
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technically I think the original joke with the lanternfish was that it was the supposed explanation for someone being inexplicably covered in oil (because they'd actually fallen into the slaughterhouse water pit, which mixed their lantern's oil with the water. this then set them on fire
basically: it would be really funny if they got oil on you when they attack you
edit: not a requested change btw i was gonna approve but then i saw the other thing
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Fish don't attack currently, but we could consider a lantern carp?
@@ -171,7 +171,7 @@ | |||
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// We clamp/round here so that we don't accidentally heal past the threshold and | |||
// cheat our way into a full second threshold of healing. | |||
damage = clamp(damage-get_organ_heal_amount(), min_heal_val, absolute_max_damage) | |||
damage = clamp(damage - max(0, get_organ_heal_amount() * GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN)), min_heal_val, absolute_max_damage) |
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doesn't this apply to all organs and not just the brain? i'm pretty sure this turns fish oil/neuroannealer into budget peridaxon. also it means it won't regenerate at all without any in your system, you might want like. * (1 + GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN))
or something
if that's not desired my proposal would be to give organs a var like healing_chem_effect
and do something like
var/healing_multiplier = 1 + (healing_effect ? GET_CHEMICAL_EFFECT(owner, healing_effect) : 0)
damage = clamp(damage - max(0, get_organ_heal_amount() * healing_multiplier), min_heal_val, absolute_max_damage)
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Might just move it into a proc and override it on the brain.
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Made CE_BRAIN_REGEN modify get_organ_heal_amount() directly.
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/obj/item/organ/internal/brain/get_organ_heal_amount() | ||
return 1 | ||
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1 |
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oh, so it is intended that it never heals on its own if you don't have fish oil? otherwise you should probably be adding 1 to the effect
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I forgor brains regen a little without neuroannealer. Dammit.
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well, I guess thats a change to request?
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1 | |
return 1 + (owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 0) |
this will mean it heals 1 base, and then gains more based on the regen effect strength.
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Okay, getting it to heal 1 + brain heal if not under a threshold, brain heal only if over damage threshold.
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/obj/item/organ/internal/brain/get_organ_heal_amount() | ||
return 1 | ||
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1 |
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well, I guess thats a change to request?
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1 | |
return 1 + (owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 0) |
this will mean it heals 1 base, and then gains more based on the regen effect strength.
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Description of changes
Why and what will this PR improve
Authorship
Code is mine, sprites are @PlayerDeer <3
Changelog
🆑
tweak: Raw plant oil no longer works as lantern fuel; it must be mixed with powdered graphite first.
/:cl: