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kiwistation/code/datums/brain_damage/brain_trauma.dm
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coiax e65e50e8d9 Traumas are copied when a person is cloned (#41852)
* Traumas are copied when a person is cloned

🆑 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/🆑

If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?

Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.

* Suggested changes
2019-01-30 11:36:20 -05:00

59 lines
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//Brain Traumas are the new actual brain damage. Brain damage itself acts as a way to acquire traumas: every time brain damage is dealt, there's a chance of receiving a trauma.
//This chance gets higher the higher the mob's brainloss is. Removing traumas is a separate thing from removing brain damage: you can get restored to full brain operativity,
// but keep the quirks, until repaired by neurine, surgery, lobotomy or magic; depending on the resilience
// of the trauma.
/datum/brain_trauma
var/name = "Brain Trauma"
var/desc = "A trauma caused by brain damage, which causes issues to the patient."
var/scan_desc = "generic brain trauma" //description when detected by a health scanner
var/mob/living/carbon/owner //the poor bastard
var/obj/item/organ/brain/brain //the poor bastard's brain
var/gain_text = "<span class='notice'>You feel traumatized.</span>"
var/lose_text = "<span class='notice'>You no longer feel traumatized.</span>"
var/can_gain = TRUE
var/random_gain = TRUE //can this be gained through random traumas?
var/resilience = TRAUMA_RESILIENCE_BASIC //how hard is this to cure?
var/clonable = TRUE // will this transfer if the brain is cloned?
/datum/brain_trauma/Destroy()
if(brain && brain.traumas)
brain.traumas -= src
if(owner)
on_lose()
brain = null
owner = null
return ..()
/datum/brain_trauma/proc/on_clone()
if(clonable)
return new type
//Called on life ticks
/datum/brain_trauma/proc/on_life()
return
//Called on death
/datum/brain_trauma/proc/on_death()
return
//Called when given to a mob
/datum/brain_trauma/proc/on_gain()
to_chat(owner, gain_text)
//Called when removed from a mob
/datum/brain_trauma/proc/on_lose(silent)
if(!silent)
to_chat(owner, lose_text)
//Called when hearing a spoken message
/datum/brain_trauma/proc/on_hear(message, speaker, message_language, raw_message, radio_freq)
return message
//Called when speaking
/datum/brain_trauma/proc/on_say(message)
return message
//Called when hugging. expand into generally interacting, where future coders could switch the intent?
/datum/brain_trauma/proc/on_hug(mob/living/hugger, mob/living/hugged)
return