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Hypospray Mk1 Rework #730
Hypospray Mk1 Rework #730
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…ogue-Star into Hypospray-Revision
…n the actual hypokit so it wasnt fitting on belt, should hopefully be working now...
…lies thing, reverted.
That SHOULD be everything for the initial testing/upload, I'll be writing the upgrade system later on after we make sure this change doesnt set medical on fire, Removing the draft status for now. |
Is there a reason we're calling this Mk1s? If they're better than the Mk2s I think that's just going to lead to confusion for new players. |
Well it directly replaces the Mk1 hyposprays, and has limitations to what it can and cant do. I see the mk2's as more of a "mass produced model" you get more of them, theyre marketed to the basic consumer with lots of pre-made packs (brute burn etc) But if you have any name suggestions, feel free, im sure something will stick. |
…ngs in the CMO locker, corrected.
…ested by Kenzie the great devourer. Gave the hypokits 60u of the base chems so that people dont just cannibalize the mk2's for their chems leaving empty kits in the locker.
Renamed them to iHypo by WolfApple, as they are white and I found it funny. |
/obj/item/weapon/reagent_containers/glass/beaker/vial/preloaded/dexalin = 2) | ||
can_hold = list(/obj/item/weapon/revised_hypospray, /obj/item/weapon/reagent_containers/glass/beaker/vial) | ||
//can fit vials, and the mk.I hyospray. | ||
|
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/obj/item/weapon/storage/firstaid/mkIhypokit/handle_item_insertion()
beaker_total = 0
for(var/obj/item/weapon/reagent_containers/container in contents)
if(istype(container)
beaker_total += 1
else
continue
update_icon()
/obj/item/weapon/storage/firstaid/mkIhypokit/update_icon()
..()
icon_state = "vialcaselight-[beaker_total]"
playsound(loc, 'sound/effects/hypospray.ogg', 50) | ||
playsound(loc, 'sound/effects/refill.ogg', 50) |
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Should be made into a single .ogg at some point in the future.
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Code looks solid.
A few changes. With this being added, the Mk2 should be removed. I don't see any reason to see them still kicking around. Should be one or the other as this addition is going to just even further add to the bloat of the medivendor. Currently, the medivendor has: Two of the Mk1 (containing 60u of bicaridine, antitoxin, keloderma, and dexalin) each for a total of 120u Four base hypospray_mkii Eight more specialized hypospray_mkii, each pair having 240 u of bicaridine, dylovene, kelotane, dexalin, and tricordrazine. This means the medivendor now has two different hyposprays (2 & 12) for a total of 14 hyposprays in the vendor and: This is way too much and this PR just adds onto the bloat. They honestly shouldn't have chemicals pre-loaded in them in the first place (CMO exempt, they should have one that's fully loaded), much less over 300u of decent chems. It's traditionally been just basic chems (dylovene and inaprovaline in the medivend) and anything further you want to have you'd have to talk to chem or make it yourself. And these numbers are just with one nanomed. If there is multiple, multiply the above numbers by however many nanomeds there are. So a map with three nanomeds will have >1000u of chems just floating around sitting in nanomeds and one with two will have >700. Essentially just making it so there's no reason to make those chems, just pull out a hypo from the nanomed and steal the chems from it. |
I second Cameron. |
It's not secret that I'm a fan of hyposprays (I'm a Trekie after all), and so I'm a huge fan of this change. I do agree with Cameron on the medicine issue. While I think it's fine to have SOME chems laying around in case of an emergency, any doctor answering a fax should be able to use the medkits in storage to stabilize (hell, even completely cure) a patient when answering a fax. I don't like the existing hypospray kits in the medivends, and I don't think the new hyposprays should come with chems either. Just having these new hypos available to be picked up from the medivend and the ability to print vials from the chemmaster should be enough, while also keeping chemists relevant. |
I agree with what others have said here, keeping Mk2s is redundant. If we absolutely have to keep them they should be moved out of the health vendors to reduce clutter. Also agree with Keane, packing so much chems in the medivend just steals from the job of chemists. |
Oh shit, forgot to add that I personally think the white/blue ones should be the base model and the black/gold ones should be the upgraded model. Personally, I prefer medical tools not looking like guns. |
They are, dork. |
It works for me, seems like a good place to have the 'Oh s#!t' chems for when someone hasn't had a chance to make any, and reduces bloat in the medivends. |
Having a reasonable amount on the map seems like a good idea vs being in the medivend. |
Like I said before, the medkits have everything you need to stabilize or even cure a patient if you're answering a fax and have to act in the moment. My preference would be just getting rid of them, but I know that's not going to happen. No harm in voicing my opinion about it anyway. This is a fine compromise, though. Fewer kits overall, so I like it. I approve! |
adds to rascalpass and stelldelight
add to maps
…chems from ihypo kits. MORE RS EDITS
…ual -kit- into the protolathe instead of just the hypo, Wrote an instructional guide included with the hypokit so that people aernt clueless.
…ogue-Star into Hypospray-Revision
…ext showing what chems you are swapping for others.
I'll try to wrap this up this week or at worst by the close of the month I think it is fine I just have to do a final test/review at some point |
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lgtm
Text to be filled out, Testing the PR to make sure I didnt mess anything up.