NyoomVoyager:Nyoombox: Difference between revisions
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==skrill issues== | ==skrill issues== | ||
skill | skill vol. 2 | ||
===The actual skills=== | |||
===table=== | |||
{| class="wikitable"style="float:right; margin-left:10px" | {| class="wikitable"style="float:right; margin-left:10px" | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" |
Revision as of 15:22, 24 March 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
<tabs> <tab name="Essentials">
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
</tab> <tab name="Uniforms (Standard Equipment)">
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
</tab> <tab name="Hats">
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
</tab> <tab name="Backpack">
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
</tab> <tab name="Webbing">
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
</tab> <tab name="Mask"> </tab> <tab name="Suits and Armor"> </tab> <tab name="Gloves"> </tab> <tab name="Shoes"> </tab> </tabs>