From 988c9609c491bda8d0842af96170b0ab5777c2f8 Mon Sep 17 00:00:00 2001
From: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Date: Fri, 27 Oct 2023 23:09:53 +0200
Subject: [PATCH] [MIRROR] Sutures now heal a percentage of basic/animal max
health instead of a flat amount [MDB IGNORE] (#24620)
* Sutures now heal a percentage of basic/animal max health instead of a flat amount (#79266)
## About The Pull Request
Changes the amount of HP gained when treating basic and animal mobs. For
today mobs receive treatment equal to the half treatment of the selected
object like sutures heal 5 hp.
Because of this, mobs with a large amount of HP, such as gorillas, spend
one stack of sutures to heal themselves for 1-3% of HP, while mobs with
a small amount of HP, for example 25 HP, will receive treatment equal to
20%.
With this PR, all basic/animal mobs receive the same % of HP equal to
the amount of healing for using one healing object. Like if sutures heal
10 brute damage, it will heal 10% of basic/animal mob HP.
## Why It's Good For The Game
Makes treatment for basic and animal mobs more understandable and less
resource-intensive, like if you heal basic/animal mob with 100 hp or 220
hp you will need the same number of sutures.
## Changelog
:cl:
balance: Sutures now heal a percentage of basic/animal max health
instead of a flat amount.
/:cl:
* Sutures now heal a percentage of basic/animal max health instead of a flat amount
---------
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
---
code/game/objects/items/stacks/medical.dm | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm
index f4a61f2d7ca..3d4ea3676b3 100644
--- a/code/game/objects/items/stacks/medical.dm
+++ b/code/game/objects/items/stacks/medical.dm
@@ -93,7 +93,7 @@
patient.balloon_alert(user, "not hurt!")
return FALSE
user.visible_message("[user] applies [src] on [patient].", "You apply [src] on [patient].")
- patient.heal_bodypart_damage((heal_brute * 0.5))
+ patient.heal_bodypart_damage((heal_brute * patient.maxHealth/100))
return TRUE
if(iscarbon(patient))
return heal_carbon(patient, user, heal_brute, heal_burn)