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Analgesia Trait + Stuff For It To Work #3369
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We don't really have a pain system, and I kinda dislike quirks as is, so this feels very strange to add
I think it mostly applies to things like broken bone events (dropping items, losing control of limbs, etc.) and surgery |
I walked through it as an excuse to constantly have no "good" read on your health, and the pain stuff felt like a natural progression from there (if a bit tacked) |
code/game/objects/items.dm
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if(!HAS_TRAIT(victim, TRAIT_ANALGESIA)) | ||
INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream") |
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just call force scream here
code/datums/traits/negative.dm
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var/mob/living/carbon/human/H = quirk_holder | ||
if(H.hal_screwyhud != SCREWYHUD_HEALTHY) | ||
H.set_screwyhud(SCREWYHUD_HEALTHY) | ||
|
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Instead of constantly checking if you still have the thing add a check in set_screwyhud to prevent something from overwriting the quirk
About The Pull Request
Adds a trait, "congenital analgesia". Analgesia makes it so you don't process pain like other people do. This is reflected through silencing most of your screams, occasionally giving you different fluff text, and making it so you don't know your health.
Morphine and other fluff painkillers have a slighter version of this effect.
Why It's Good For The Game
Fluff. RP. Trait.
Changelog
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add: Reports of people inflicted with congenital analgesia travelling to the Frontier have reached this newscaster.
add: Painkillers may circumvent pain in some cases now.
/:cl: