surgery_step
Vars | |
surgery_effects_mood | If the surgery causes mood changes if the patient is conscious. |
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surgery_failure_mood_event | Which mood event to give the consious patient when surgery fails. Lasts muuuuuch longer. |
surgery_started_mood_event | Which mood event to give the patient when surgery is starting while they're conscious. This should be permanent/not have a timer until the surgery either succeeds or fails, as those states will immediately replace it. Mostly just flavor text. |
surgery_success_mood_event | Which mood event to give the conscious patient when surgery succeeds. Lasts far shorter than if it failed. |
Procs | |
display_pain | Sends a pain message to the target, including a chance of screaming. |
update_surgery_mood | Handles updating the mob's mood depending on the surgery states. |
Var Details
surgery_effects_mood
If the surgery causes mood changes if the patient is conscious.
surgery_failure_mood_event
Which mood event to give the consious patient when surgery fails. Lasts muuuuuch longer.
surgery_started_mood_event
Which mood event to give the patient when surgery is starting while they're conscious. This should be permanent/not have a timer until the surgery either succeeds or fails, as those states will immediately replace it. Mostly just flavor text.
surgery_success_mood_event
Which mood event to give the conscious patient when surgery succeeds. Lasts far shorter than if it failed.
Proc Details
display_pain
Sends a pain message to the target, including a chance of screaming.
Arguments:
- target - Who the message will be sent to
- pain_message - The message to be displayed
- mechanical_surgery - Boolean flag that represents if a surgery step is done on a mechanical limb (therefore does not force scream)
update_surgery_mood
Handles updating the mob's mood depending on the surgery states.
- surgery_state = SURGERY_STATE_STARTED, SURGERY_STATE_FAILURE, SURGERY_STATE_SUCCESS
- To prevent typos, the event category is defined as SURGERY_MOOD_CATEGORY ("surgery")