NyoomVoyager:Nyoombox: различия между версиями
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==skrill issues== | ==skrill issues== | ||
skill | skill vol. 2 | ||
===The actual skills=== | |||
===table=== | |||
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Версия от 15:22, 24 марта 2024
skrill issues
skill vol. 2
The actual skills
table
Synthetic Skills | Early Synthetic Skills | ||
---|---|---|---|
Medical | 4/5 | Medical | 3/5 |
Surgery | 4/5 | Surgery | 3/5 |
Engineering | 4/5 | Engineering | 5/5 |
Construction | 4/5 | Construction | 5/5 |
Police | 2/2 | Police | 2/2 |
Powerloader | 4/4 | Powerloader | 4/4 |
Leadership | 0/4 | Leadership | 0/4 |
CQC | 5 | CQC | 5 |
Smartgun | -4 | Smartgun | -4 |
Melee | 1 | Melee | 1 |
Firearms | -1 | Firearms | -1 |
Stamina | 0 | Stamina | 0 |
thought contagion
//TODO why is this not a proc on the actual limb?? /proc/spread_germs_to_organ(datum/limb/E, mob/living/carbon/human/user) if(!istype(user) || !istype(E)) return
var/applied_germ_ratio = 0 //Gloves if(user.gloves) if(istype(user.gloves, /obj/item/clothing/gloves/latex)) applied_germ_ratio += 0.1 else applied_germ_ratio += 0.2 else applied_germ_ratio += 0.33
//Masks if(user.wear_mask) if(istype(user.wear_mask, /obj/item/clothing/mask/cigarette)) applied_germ_ratio += 1 else if(istype(user.wear_mask, /obj/item/clothing/mask/surgical)) applied_germ_ratio += 0.1 else applied_germ_ratio += 0.2 else applied_germ_ratio += 0.33
//Suits if(user.wear_suit) if(istype(user.wear_suit, /obj/item/clothing/suit/surgical)) applied_germ_ratio += 0.1 else applied_germ_ratio += 0.2 else applied_germ_ratio += 0.33
E.germ_level += user.germ_level * applied_germ_ratio
if(locate(/obj/structure/bed/roller, E.owner.loc)) E.germ_level += 50 else if(locate(/obj/structure/table/, E.owner.loc)) E.germ_level += 100
Germ Theory
Germs contribute to germ level of various limbs and can influence whether a body part becomes infected, and later, necrotic. Germs are ambiently collected on your character and others' simply by existing, but some things can influence whether you gain more germs or not.
More importantly, though, your germ level and other factors will influence how many germs you transfer to patients during surgery, which can cause infections and increase the risk of necrotic tissue. There's no analyzer or scanner in the game that will tell you how many germs are on you, but there's visual cues to indicate how germy you are.
Click your sprite on help intent to examine yourself. At the bottom of the examine box, there'll be a description of how dirty you are.
If you see... | You have... |
---|---|
You're free of grime | 0-19 germs |
You're pristine | |
You're freshly laundered | |
You've got some grime on you | 20-79 germs |
You're a bit dirty | |
You're not far off filthy | 80-150 germs |
You're pretty dirty | |
There's still one or two clean spots left on you | |
There's a full layer of dirt covering you. Maybe it'll work as camo? | >150 germs |
You could go for a shower | |
You've reached a more complete understanding of grime |
Surgery Gacha
//Success multiplers! var/multipler = 1 //1 = 100% if(locate(/obj/structure/bed/roller, M.loc)) multipler -= 0.10 else if(locate(/obj/structure/table/, M.loc)) multipler -= 0.20 if(M.stat == CONSCIOUS && !CHECK_BITFIELD(M.species.species_flags, NO_PAIN))//If not on anesthetics or not unconsious, and able to feel pain multipler -= 0.5 switch(M.reagent_pain_modifier) if(PAIN_REDUCTION_HEAVY to PAIN_REDUCTION_MEDIUM) multipler += 0.15 if(PAIN_REDUCTION_VERY_HEAVY to PAIN_REDUCTION_HEAVY) multipler += 0.25 if(-INFINITY to PAIN_REDUCTION_VERY_HEAVY) multipler += 0.45 if(M.shock_stage > 100) //Being near to unconsious is good in this case multipler += 0.25 if(issynth(user)) multipler = 1
ghetto surgery, a venerable pasttime
face repair:
- STEP 1
- scalpel = 100%
- knife = 75%
- glass shard = 50%
- STEP 2
- hemostat = 100,
- cable_coil = 75,
- mousetrap = 10,
- STEP 3
/obj/item/tool/surgery/retractor = 100, /obj/item/tool/crowbar = 55, /obj/item/tool/kitchen/utensil/fork = 75,
- STEP 4
/obj/item/tool/surgery/cautery = 100, /obj/item/clothing/mask/cigarette = 75, /obj/item/tool/lighter = 50, /obj/item/tool/weldingtool = 25,
synth gear, for synths
Vendor Listing for Chemistry
- Bicaridine pill bottle x15
- Kelotane pill bottle x15
- Tramadol pill bottle x15
- Tricordrazine pill bottle x15
- Dylovene pill bottle x15
- Inaprovaline pill bottle x15
- Isotonic pill bottle x15
- Paracetamol pill bottle x6
- Dexalin pill bottle x6
- Spaceacilin pill bottle x6
- Alkysine pill bottle x6
- Imidazoline pill bottle x6
- Quick Clot pill bottle x6
- Hypervene pill bottle x6
- Dexalin Plus autoinjector x10
- Anesthetic autoinjector x10 (contains Soporific and Chloral Hydrate)
- Advanced hypospray x5
- Bicaridine hypospray x5
- Kelotane hypospray x5
- Tramadol Hypospray x5
- Tricordrazine hypospray x5
- Dylovene hypospray x5
- Bottle of Bicaridine x6
- Bottle of Kelotane x6
- Bottle of Tramadol x6
- Bottle of Tricordrazine x6
- Bottle of Dylovene x6
- Bottle of Inaprovaline x6
- Bottle of Paracetamol x6
- Bottle of Saline-Glucose x6
- Bottle of Soporific x6
- Bottle of Spaceacillin x6
- Bottle of Dexalin x6
- Bottle of Oxycodone x6
- Bottle of Polyhexanide x6
- Syringe
- Syringe case
- Beaker
- Large Beaker
- Vial
- Dropper
- Portable reagent dispenser
- Portable Bicaridine dispenser
- Portable Kelotane dispenser
- Portable Tramadol dispenser
- Portable Tricordrazine dispenser
- Portable BTTK-mix dispenser
- Xenolinguistic Analyzer x2
- Excavation tool
- Surgery tools pouch
- White surgical webbing
- Spray cleaner
- Soap x3
- Medical HUD x6
- Roller bed x6
<tab name="Belt">
- Xenolinguistic Analyzer x2
- Excavation tool
- Surgery tools pouch
- White surgical webbing
- Spray cleaner
- Soap x3
- Medical HUD x6
- Roller bed x6
<tab name="Pouches">
- Xenolinguistic Analyzer x2
- Excavation tool
- Surgery tools pouch
- White surgical webbing
- Spray cleaner
- Soap x3
- Medical HUD x6
- Roller bed x6