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Replace "Lobotomy" with more reliable "Advanced Neurosurgery" surgery. #2757
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its del: instead of rem: in the changelog for removals here, but otherwise very good reasoning and PR. |
experience_given = MEDICAL_SKILL_ADVANCED //lose XP if you end up giving them bad traumas | ||
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/datum/surgery_step/advanced_neurosurgery/tool_check(mob/user, obj/item/tool) | ||
if(implement_type == /obj/item && !tool.get_sharpness()) |
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Dont think this proc is required since hemostats arent sharp & there arent any improvised analogues for the surgery
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/datum/surgery_step/advanced_neurosurgery/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) | ||
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN) | ||
if(B) |
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Dont see a failure effect?
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just waiting on this, whether adding the failure effects or revising the results language, the rest is good
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This still needs an effect faliure
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed)) | ||
target.mind.remove_antag_datum(/datum/antagonist/brainwashed) | ||
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC) | ||
experience_given = MEDICAL_SKILL_ADVANCED |
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Redundant line since the experience gain is advanced by default
@SomeguyManperson Cut out redundant lines and removed gaining a trauma if the target is brainwashed. The possibility for a failed surgery still results in possible permanent brain trauma, though the odds are extremely low given the high success rate when using a hemostat. |
Me after the lobotomy 😂 😂 😂 😂 |
Cool and all except the tech tree is going the way of the dodo so don't expect this to last long. |
That's very fair. I won't add stuff to the tech tree then and just leave it as is till R&D gets touched on. |
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/datum/surgery_step/advanced_neurosurgery/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) | ||
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN) | ||
if(B) |
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just waiting on this, whether adding the failure effects or revising the results language, the rest is good
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Looks good just needs the fail effect.
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/datum/surgery_step/advanced_neurosurgery/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) | ||
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN) | ||
if(B) |
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This still needs an effect faliure
About The Pull Request
Why It's Good For The Game
Making lobotomies the only way to get rid of deep rooted trauma is just a terrible design decision due to how crippling its traumas are. Also generally speaking here: lobotomies will not give you superpowers, or anyone superpowers for that matter. They do not magically heal deep-rooted traumas and suddenly allow you to speak the language of gods.
So for the sake of realism, let's just remove them and replace it with something better.
Advanced Neurosurgery is a far more interesting surgery subtype that affects the brain and general nervous-system. It's far more realistic towards a better form of brain surgery as most brain surgeries are some form of Neurosurgery.
Neurosurgery also leaves a lot of room for more surgeries to be built around it in the future, affecting the brain in positive ways rather than risking more and more permanent traumas every attempt. It takes much longer to do, as it's a precise surgery that requires a hemostat. As an upside to its long surgery duration, it also gives more Healing skill EXP.
Changelog
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del: Lobotomy tech from research tech tree
add: "Advanced Neurosurgery" surgery in tech tree (Under Advanced Surgery)
/:cl: