mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-30 03:22:41 +00:00
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> # Conflicts: # code/datums/emotes.dm
1317 lines
56 KiB
Plaintext
1317 lines
56 KiB
Plaintext
/////////////////////////////////////////
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////////////Medical Tools////////////////
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/////////////////////////////////////////
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/datum/design/healthanalyzer
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name = "Health Analyzer"
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id = "healthanalyzer"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5)
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build_path = /obj/item/healthanalyzer
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/autopsy_scanner
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name = "Autopsy Scanner"
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id = "autopsyscanner"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5, /datum/material/glass = SMALL_MATERIAL_AMOUNT)
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build_path = /obj/item/autopsy_scanner
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/bluespacebeaker
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name = "Bluespace Beaker"
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desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
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id = "bluespacebeaker"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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build_path = /obj/item/reagent_containers/cup/beaker/bluespace
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/noreactbeaker
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name = "Cryostasis Beaker"
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desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
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id = "splitbeaker"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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build_path = /obj/item/reagent_containers/cup/beaker/noreact
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/xlarge_beaker
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name = "X-large Beaker"
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id = "xlarge_beaker"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*2.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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build_path = /obj/item/reagent_containers/cup/beaker/plastic
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/meta_beaker
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name = "Metamaterial Beaker"
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id = "meta_beaker"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*2.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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build_path = /obj/item/reagent_containers/cup/beaker/meta
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/ph_meter
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name = "Chemical Analyzer"
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id = "ph_meter"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*2.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/ph_meter
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/bluespacesyringe
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name = "Bluespace Syringe"
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desc = "An advanced syringe that can hold 60 units of chemicals"
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id = "bluespacesyringe"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5)
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build_path = /obj/item/reagent_containers/syringe/bluespace
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/dna_disk
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name = "Genetic Data Disk"
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desc = "Produce additional disks for storing genetic data."
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id = "dna_disk"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*0.5)
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build_path = /obj/item/disk/data
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GENETICS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/piercesyringe
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name = "Piercing Syringe"
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desc = "A diamond-tipped syringe that pierces armor when launched at high velocity. It can hold up to 10 units."
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id = "piercesyringe"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/reagent_containers/syringe/piercing
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/bluespacebodybag
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name = "Bluespace Body Bag"
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desc = "A bluespace body bag, powered by experimental bluespace technology. It can hold loads of bodies and the largest of creatures."
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id = "bluespacebodybag"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SMALL_MATERIAL_AMOUNT*5, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5)
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build_path = /obj/item/bodybag/bluespace
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_TOOLS_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/plasmarefiller
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name = "Plasmaman Jumpsuit Refill"
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desc = "A refill pack for the auto-extinguisher on Plasma-man suits."
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id = "plasmarefiller" //Why did this have no plasmatech
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/extinguisher_refill
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS_EQUIPMENT
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)
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departmental_flags = ALL
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/datum/design/crewpinpointer
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name = "Crew Pinpointer"
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desc = "Allows tracking of someone's location if their suit sensors are turned to tracking beacon."
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id = "crewpinpointer"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5)
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build_path = /obj/item/pinpointer/crew
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/defibrillator
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name = "Defibrillator"
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desc = "A portable defibrillator, used for resuscitating recently deceased crew."
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id = "defibrillator"
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build_type = PROTOLATHE | AWAY_LATHE
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build_path = /obj/item/defibrillator
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*4, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/defibrillator_mount
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name = "Defibrillator Wall Mount"
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desc = "A mounted frame for holding defibrillators, providing easy security."
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id = "defibmountdefault"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/wallframe/defib_mount
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category = list(
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RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/defibrillator_mount_charging
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name = "PENLITE Defibrillator Wall Mount"
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desc = "An all-in-one mounted frame for holding defibrillators, complete with ID-locked clamps and recharging cables. The PENLITE version also allows for slow recharging of the defib's battery."
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id = "defibmount"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
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build_path = /obj/item/wallframe/defib_mount/charging
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category = list(
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RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/defibrillator_compact
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name = "Compact Defibrillator"
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desc = "A compact defibrillator that can be worn on a belt."
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id = "defibrillator_compact"
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build_type = PROTOLATHE | AWAY_LATHE
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build_path = /obj/item/defibrillator/compact
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*4, /datum/material/silver = SHEET_MATERIAL_AMOUNT*3, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 1.5)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/genescanner
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name = "Genetic Sequence Analyzer"
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desc = "A handy hand-held analyzers for quickly determining mutations and collecting the full sequence."
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id = "genescanner"
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build_path = /obj/item/sequence_scanner
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GENETICS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/healthanalyzer_advanced
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name = "Advanced Health Analyzer"
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desc = "A hand-held body scanner able to distinguish vital signs of the subject with high accuracy."
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id = "healthanalyzer_advanced"
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build_path = /obj/item/healthanalyzer/advanced
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5)
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/medigel
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name = "Medical Gel"
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desc = "A medical gel applicator bottle, designed for precision application, with an unscrewable cap."
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id = "medigel"
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build_path = /obj/item/reagent_containers/medigel
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/surgical_drapes
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name = "Surgical Drapes"
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id = "surgical_drapes"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/surgical_drapes
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
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/datum/design/laserscalpel
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name = "Laser Scalpel"
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desc = "A laser scalpel used for precise cutting."
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id = "laserscalpel"
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build_path = /obj/item/scalpel/advanced
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2)
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/mechanicalpinches
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name = "Mechanical Pinches"
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desc = "These pinches can be either used as retractor or hemostat."
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id = "mechanicalpinches"
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build_path = /obj/item/retractor/advanced
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5)
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/searingtool
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name = "Searing Tool"
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desc = "Used to mend tissue together. Or drill tissue away."
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id = "searingtool"
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build_path = /obj/item/cautery/advanced
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 1.5)
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
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)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/medical_spray_bottle
|
|
name = "Medical Spray Bottle"
|
|
desc = "A traditional spray bottle used to generate a fine mist. Not to be confused with a medspray."
|
|
id = "med_spray_bottle"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
|
|
build_path = /obj/item/reagent_containers/spray/medical
|
|
category = list(
|
|
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/chem_pack
|
|
name = "Intravenous Medicine Bag"
|
|
desc = "A plastic pressure bag for IV administration of drugs."
|
|
id = "chem_pack"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
|
|
build_path = /obj/item/reagent_containers/chem_pack
|
|
category = list(
|
|
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/blood_pack
|
|
name = "Blood Pack"
|
|
desc = "Is used to contain blood used for transfusion. Must be attached to an IV drip."
|
|
id = "blood_pack"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT)
|
|
build_path = /obj/item/reagent_containers/blood
|
|
category = list(
|
|
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/portable_chem_mixer
|
|
name = "Portable Chemical Mixer"
|
|
desc = "A portable device that dispenses and mixes chemicals. Reagents have to be supplied with beakers."
|
|
id = "portable_chem_mixer"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
|
|
build_path = /obj/item/storage/portable_chem_mixer
|
|
category = list(
|
|
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/medical_bed
|
|
name = "Medical Bed"
|
|
desc = "A bed made of sterile materials ideal for use in the medical field. Patient assistance or joyriding, it'll do it all!"
|
|
id = "medicalbed"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2.7, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.7)
|
|
build_path = /obj/structure/bed/medical
|
|
category = list(
|
|
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/emergency_bed
|
|
name = "Medical Bed (Emergency)"
|
|
desc = "A portable, foldable version of the medical bed. Perfect for paramedics or whenever you have mass casualties!"
|
|
id = "medicalbed_emergency"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2.7, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.7)
|
|
build_path = /obj/item/emergency_bed
|
|
category = list(
|
|
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/penlight
|
|
name = "Penlight"
|
|
id = "penlight"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5)
|
|
build_path = /obj/item/flashlight/pen
|
|
category = list(
|
|
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/penlight_paramedic
|
|
name = "Paramedic Penlight"
|
|
id = "penlight_paramedic"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*1)
|
|
build_path = /obj/item/flashlight/pen/paramedic
|
|
category = list(
|
|
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/////////////////////////////////////////
|
|
//////////Cybernetic Implants////////////
|
|
/////////////////////////////////////////
|
|
|
|
/datum/design/cyberimp_breather
|
|
name = "Breathing Tube Implant"
|
|
desc = "This simple implant adds an internals connector to your back, allowing you to use internals without a mask and protecting you from being choked."
|
|
id = "ci-breather"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 3.5 SECONDS
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass = SMALL_MATERIAL_AMOUNT*2.5)
|
|
build_path = /obj/item/organ/internal/cyberimp/mouth/breathing_tube
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_surgical
|
|
name = "Surgical Arm Implant"
|
|
desc = "A set of surgical tools hidden behind a concealed panel on the user's arm."
|
|
id = "ci-surgery"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
materials = list (
|
|
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.25,
|
|
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
|
|
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
|
|
)
|
|
construction_time = 2 SECONDS
|
|
build_path = /obj/item/organ/internal/cyberimp/arm/surgery
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_toolset
|
|
name = "Toolset Arm Implant"
|
|
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm."
|
|
id = "ci-toolset"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
materials = list (
|
|
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.25,
|
|
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
|
|
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
|
|
)
|
|
construction_time = 2 SECONDS
|
|
build_path = /obj/item/organ/internal/cyberimp/arm/toolset
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_medical_hud
|
|
name = "Medical HUD Implant"
|
|
desc = "These cybernetic eyes will display a medical HUD over everything you see. Wiggle eyes to control."
|
|
id = "ci-medhud"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 5 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/silver =SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/gold =SMALL_MATERIAL_AMOUNT*5,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/eyes/hud/medical
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_security_hud
|
|
name = "Security HUD Implant"
|
|
desc = "These cybernetic eyes will display a security HUD over everything you see. Wiggle eyes to control."
|
|
id = "ci-sechud"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 5 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*7.5,
|
|
/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/eyes/hud/security
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_diagnostic_hud
|
|
name = "Diagnostic HUD Implant"
|
|
desc = "These cybernetic eyes will display a diagnostic HUD over everything you see. Wiggle eyes to control."
|
|
id = "ci-diaghud"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 5 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/gold = SMALL_MATERIAL_AMOUNT*6,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/eyes/hud/diagnostic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_xray
|
|
name = "X-ray Eyes"
|
|
desc = "These cybernetic eyes will give you X-ray vision. Blinking is futile."
|
|
id = "ci-xray"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 6 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/gold = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
|
|
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
|
|
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
|
|
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
|
|
)
|
|
build_path = /obj/item/organ/internal/eyes/robotic/xray
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_COMBAT
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_xray/moth
|
|
name = "Moth X-ray Eyes"
|
|
id = "ci-xray-moth"
|
|
build_path = /obj/item/organ/internal/eyes/robotic/xray/moth
|
|
|
|
/datum/design/cyberimp_thermals
|
|
name = "Thermal Eyes"
|
|
desc = "These cybernetic eyes will give you Thermal vision. Vertical slit pupil included."
|
|
id = "ci-thermals"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 6 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/gold = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT,
|
|
/datum/material/diamond =SHEET_MATERIAL_AMOUNT,
|
|
)
|
|
build_path = /obj/item/organ/internal/eyes/robotic/thermals
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_COMBAT
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_thermals/moth
|
|
name = "Moth Thermal Eyes"
|
|
id = "ci-thermals-moth"
|
|
build_path = /obj/item/organ/internal/eyes/robotic/thermals/moth
|
|
|
|
/datum/design/cyberimp_antidrop
|
|
name = "Anti-Drop Implant"
|
|
desc = "This cybernetic brain implant will allow you to force your hand muscles to contract, preventing item dropping. Twitch ear to toggle."
|
|
id = "ci-antidrop"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 6 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*4,
|
|
/datum/material/gold = SMALL_MATERIAL_AMOUNT*4,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/brain/anti_drop
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_antistun
|
|
name = "CNS Rebooter Implant"
|
|
desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned."
|
|
id = "ci-antistun"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 6 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/silver =SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/brain/anti_stun
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_herculean
|
|
name = "Herculean Gravitronic Spinal Implant"
|
|
desc = "This gravitronic spinal interface allows the user to reduce the impact of gravity on their body, effectively improving athletic performance."
|
|
id = "ci-herculean"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(
|
|
/datum/material/iron =SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/titanium=SMALL_MATERIAL_AMOUNT*3,
|
|
/datum/material/gold=SMALL_MATERIAL_AMOUNT*3,
|
|
/datum/material/diamond =SMALL_MATERIAL_AMOUNT*5,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/chest/spine
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_connector
|
|
name = "CNS Skillchip Connector Implant"
|
|
desc = "This cybernetic adds a port to the back of your head, where you can remove or add skillchips at will."
|
|
id = "ci-connector"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 6 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/titanium = SMALL_MATERIAL_AMOUNT*3,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/brain/connector
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_MISC
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_nutriment
|
|
name = "Nutriment Pump Implant"
|
|
desc = "This implant will synthesize and pump into your bloodstream a small amount of nutriment when you are starving."
|
|
id = "ci-nutriment"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(
|
|
/datum/material/iron =SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/glass =SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/gold =SMALL_MATERIAL_AMOUNT*5,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/chest/nutriment
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_nutriment_plus
|
|
name = "Nutriment Pump Implant PLUS"
|
|
desc = "This implant will synthesize and pump into your bloodstream a small amount of nutriment when you are hungry."
|
|
id = "ci-nutrimentplus"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 5 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
|
|
/datum/material/gold =SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/uranium = SMALL_MATERIAL_AMOUNT*7.5,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/chest/nutriment/plus
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_reviver
|
|
name = "Reviver Implant"
|
|
desc = "This implant will attempt to revive you if you lose consciousness. For the faint of heart!"
|
|
id = "ci-reviver"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 6 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*8,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*8,
|
|
/datum/material/gold =SMALL_MATERIAL_AMOUNT * 3,
|
|
/datum/material/uranium =SMALL_MATERIAL_AMOUNT*5,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/chest/reviver
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_thrusters
|
|
name = "Thrusters Set Implant"
|
|
desc = "This implant will allow you to use gas from environment or your internals for propulsion in zero-gravity areas."
|
|
id = "ci-thrusters"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 8 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SHEET_MATERIAL_AMOUNT*2,
|
|
/datum/material/glass =SHEET_MATERIAL_AMOUNT,
|
|
/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT,
|
|
/datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT,
|
|
)
|
|
build_path = /obj/item/organ/internal/cyberimp/chest/thrusters
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/////////////////////////////////////////
|
|
////////////Regular Implants/////////////
|
|
/////////////////////////////////////////
|
|
|
|
/datum/design/implanter
|
|
name = "Implanter"
|
|
desc = "A sterile automatic implant injector."
|
|
id = "implanter"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2)
|
|
build_path = /obj/item/implanter
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/implantcase
|
|
name = "Implant Case"
|
|
desc = "A glass case for containing an implant."
|
|
id = "implantcase"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/implantcase
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/implant_sadtrombone
|
|
name = "Sad Trombone Implant Case"
|
|
desc = "Makes death amusing."
|
|
id = "implant_trombone"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/bananium =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/implantcase/sad_trombone
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/implant_chem
|
|
name = "Chemical Implant Case"
|
|
desc = "A glass case containing a chemical implant."
|
|
id = "implant_chem"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 7)
|
|
build_path = /obj/item/implantcase/chem
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/implant_tracking
|
|
name = "Tracking Implant Case"
|
|
desc = "A glass case containing a tracking implant."
|
|
id = "implant_tracking"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
|
|
build_path = /obj/item/implantcase/tracking
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/implant_beacon
|
|
name = "Beacon Implant Case"
|
|
desc = "A glass case containing a beacon implant."
|
|
id = "implant_beacon"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
|
|
build_path = /obj/item/implantcase/beacon
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
|
|
|
|
/datum/design/implant_bluespace
|
|
name = "Bluespace Grounding Implant Case"
|
|
desc = "A glass case containing a teleport blocker implant."
|
|
id = "implant_bluespace"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
|
|
build_path = /obj/item/implantcase/teleport_blocker
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
|
|
|
|
/datum/design/implant_exile
|
|
name = "Exile Implant Case"
|
|
desc = "A glass case containing an exile implant."
|
|
id = "implant_exile"
|
|
build_type = PROTOLATHE | AWAY_LATHE
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3)
|
|
build_path = /obj/item/implantcase/exile
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
|
|
|
|
//Cybernetic organs
|
|
|
|
/datum/design/cybernetic_liver
|
|
name = "Basic Cybernetic Liver"
|
|
desc = "A basic cybernetic liver."
|
|
id = "cybernetic_liver"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/liver/cybernetic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_liver/tier2
|
|
name = "Cybernetic Liver"
|
|
desc = "A cybernetic liver."
|
|
id = "cybernetic_liver_tier2"
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/liver/cybernetic/tier2
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_liver/tier3
|
|
name = "Upgraded Cybernetic Liver"
|
|
desc = "An upgraded cybernetic liver."
|
|
id = "cybernetic_liver_tier3"
|
|
construction_time = 5 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/liver/cybernetic/tier3
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_heart
|
|
name = "Basic Cybernetic Heart"
|
|
desc = "A basic cybernetic heart."
|
|
id = "cybernetic_heart"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/heart/cybernetic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_heart/tier2
|
|
name = "Cybernetic Heart"
|
|
desc = "A cybernetic heart."
|
|
id = "cybernetic_heart_tier2"
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/heart/cybernetic/tier2
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_heart/tier3
|
|
name = "Upgraded Cybernetic Heart"
|
|
desc = "An upgraded cybernetic heart."
|
|
id = "cybernetic_heart_tier3"
|
|
construction_time = 5 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/heart/cybernetic/tier3
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_heart/anomalock
|
|
name = "Voltaic combat cyberheart"
|
|
desc = "A cutting-edge cyberheart, originally designed for Nanotrasen killsquad usage but later declassified for normal research. Voltaic technology allows the heart to keep the body upright in dire circumstances, alongside redirecting anomalous flux energy to fully shield the user from shocks and electro-magnetic pulses. Does nothing without a flux anomaly core."
|
|
id = "cybernetic_heart_anomalock"
|
|
construction_time = 5 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
|
|
/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 5,
|
|
/datum/material/diamond = SHEET_MATERIAL_AMOUNT,
|
|
)
|
|
build_path = /obj/item/organ/internal/heart/cybernetic/anomalock
|
|
category = list(
|
|
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
|
|
|
|
/datum/design/cybernetic_lungs
|
|
name = "Basic Cybernetic Lungs"
|
|
desc = "A basic pair of cybernetic lungs."
|
|
id = "cybernetic_lungs"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/lungs/cybernetic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_lungs/tier2
|
|
name = "Cybernetic Lungs"
|
|
desc = "A pair of cybernetic lungs."
|
|
id = "cybernetic_lungs_tier2"
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/lungs/cybernetic/tier2
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_lungs/tier3
|
|
name = "Upgraded Cybernetic Lungs"
|
|
desc = "A pair of upgraded cybernetic lungs."
|
|
id = "cybernetic_lungs_tier3"
|
|
construction_time = 5 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/lungs/cybernetic/tier3
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_stomach
|
|
name = "Basic Cybernetic Stomach"
|
|
desc = "A basic cybernetic stomach."
|
|
id = "cybernetic_stomach"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/stomach/cybernetic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_stomach/tier2
|
|
name = "Cybernetic Stomach"
|
|
desc = "A cybernetic stomach."
|
|
id = "cybernetic_stomach_tier2"
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/stomach/cybernetic/tier2
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_stomach/tier3
|
|
name = "Upgraded Cybernetic Stomach"
|
|
desc = "An upgraded cybernetic stomach."
|
|
id = "cybernetic_stomach_tier3"
|
|
construction_time = 5 SECONDS
|
|
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
|
|
build_path = /obj/item/organ/internal/stomach/cybernetic/tier3
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_ears
|
|
name = "Basic Cybernetic Ears"
|
|
desc = "A Basic pair of cybernetic ears."
|
|
id = "cybernetic_ears"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 3 SECONDS
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*2.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT*4)
|
|
build_path = /obj/item/organ/internal/ears/cybernetic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_ears_u
|
|
name = "Cybernetic Ears"
|
|
desc = "A pair of cybernetic ears."
|
|
id = "cybernetic_ears_u"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*5,
|
|
)
|
|
build_path = /obj/item/organ/internal/ears/cybernetic/upgraded
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_ears_whisper
|
|
name = "Whisper-sensitive Cybernetic Ears"
|
|
desc = "A pair of whisper-sensitive cybernetic ears."
|
|
id = "cybernetic_ears_whisper"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*5,
|
|
)
|
|
build_path = /obj/item/organ/internal/ears/cybernetic/whisper
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_ears_xray
|
|
name = "Wall-penetrating Cybernetic Ears"
|
|
desc = "A pair of wall-penetrating cybernetic ears."
|
|
id = "cybernetic_ears_xray"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT*5,
|
|
/datum/material/silver = SMALL_MATERIAL_AMOUNT*5,
|
|
)
|
|
build_path = /obj/item/organ/internal/ears/cybernetic/xray
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_eyes
|
|
name = "Basic Cybernetic Eyes"
|
|
desc = "A basic pair of cybernetic eyes."
|
|
id = "cybernetic_eyes"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 3 SECONDS
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*2.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT*4)
|
|
build_path = /obj/item/organ/internal/eyes/robotic/basic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_eyes/moth
|
|
name = "Basic Cybernetic Moth Eyes"
|
|
id = "cybernetic_eyes_moth"
|
|
build_path = /obj/item/organ/internal/eyes/robotic/basic/moth
|
|
|
|
/datum/design/cybernetic_eyes/improved
|
|
name = "Cybernetic Eyes"
|
|
desc = "A pair of cybernetic eyes."
|
|
id = "cybernetic_eyes_improved"
|
|
build_path = /obj/item/organ/internal/eyes/robotic
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cybernetic_eyes/improved/moth
|
|
name = "Cybernetic Moth Eyes"
|
|
id = "cybernetic_eyes_improved_moth"
|
|
build_path = /obj/item/organ/internal/eyes/robotic/moth
|
|
|
|
/datum/design/cyberimp_welding
|
|
name = "Welding Shield Eyes"
|
|
desc = "These reactive micro-shields will protect you from welders and flashes without obscuring your vision."
|
|
id = "ci-welding"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass = SMALL_MATERIAL_AMOUNT*4)
|
|
build_path = /obj/item/organ/internal/eyes/robotic/shield
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_welding/moth
|
|
name = "Welding Shield Moth Eyes"
|
|
id = "ci-welding-moth"
|
|
build_path = /obj/item/organ/internal/eyes/robotic/shield/moth
|
|
|
|
/datum/design/cyberimp_gloweyes
|
|
name = "Luminescent Eyes"
|
|
desc = "A pair of cybernetic eyes that can emit multicolored light"
|
|
id = "ci-gloweyes"
|
|
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
|
|
construction_time = 4 SECONDS
|
|
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
|
|
build_path = /obj/item/organ/internal/eyes/robotic/glow
|
|
category = list(
|
|
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
|
|
)
|
|
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
|
|
|
|
/datum/design/cyberimp_gloweyes/moth
|
|
name = "Luminescent Moth Eyes"
|
|
id = "ci-gloweyes-moth"
|
|
build_path = /obj/item/organ/internal/eyes/robotic/glow/moth
|
|
|
|
/////////////////////
|
|
///Surgery Designs///
|
|
/////////////////////
|
|
|
|
/datum/design/surgery
|
|
name = "Surgery Design"
|
|
desc = "what"
|
|
id = "surgery_parent"
|
|
research_icon = 'icons/obj/medical/surgery_ui.dmi'
|
|
research_icon_state = "surgery_any"
|
|
var/surgery
|
|
|
|
/datum/design/surgery/lobotomy
|
|
name = "Lobotomy"
|
|
desc = "An invasive surgical procedure which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
|
|
id = "surgery_lobotomy"
|
|
surgery = /datum/surgery/advanced/lobotomy
|
|
research_icon_state = "surgery_head"
|
|
|
|
/datum/design/surgery/lobotomy/mechanic
|
|
name = "Wetware OS Destructive Defragmentation"
|
|
desc = "A destructive robotic defragmentation method which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
|
|
id = "surgery_lobotomy_mechanic"
|
|
surgery = /datum/surgery/advanced/lobotomy/mechanic
|
|
|
|
/datum/design/surgery/pacify
|
|
name = "Pacification"
|
|
desc = "A surgical procedure which permanently inhibits the aggression center of the brain, making the patient unwilling to cause direct harm."
|
|
id = "surgery_pacify"
|
|
surgery = /datum/surgery/advanced/pacify
|
|
research_icon_state = "surgery_head"
|
|
|
|
/datum/design/surgery/pacify/mechanic
|
|
name = "Aggression Suppression Programming"
|
|
desc = "Malware which permanently inhibits the aggression programming of the patient's neural network, making the patient unwilling to cause direct harm."
|
|
id = "surgery_pacify_mechanic"
|
|
surgery = /datum/surgery/advanced/pacify/mechanic
|
|
|
|
/datum/design/surgery/viral_bonding
|
|
name = "Viral Bonding"
|
|
desc = "A surgical procedure that forces a symbiotic relationship between a virus and its host. The patient must be dosed with spaceacillin, virus food, and formaldehyde."
|
|
id = "surgery_viral_bond"
|
|
surgery = /datum/surgery/advanced/viral_bonding
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/healing //PLEASE ACCOUNT FOR UNIQUE HEALING BRANCHES IN THE hptech HREF (currently 2 for Brute/Burn; Combo is bonus)
|
|
name = "Tend Wounds"
|
|
desc = "An upgraded version of the original surgery."
|
|
id = "surgery_healing_base" //holder because CI cries otherwise. Not used in techweb unlocks.
|
|
surgery = /datum/surgery/healing
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/healing/brute_upgrade
|
|
name = "Tend Wounds (Brute) Upgrade"
|
|
surgery = /datum/surgery/healing/brute/upgraded
|
|
id = "surgery_heal_brute_upgrade"
|
|
|
|
/datum/design/surgery/healing/brute_upgrade_2
|
|
name = "Tend Wounds (Brute) Upgrade"
|
|
surgery = /datum/surgery/healing/brute/upgraded/femto
|
|
id = "surgery_heal_brute_upgrade_femto"
|
|
|
|
/datum/design/surgery/healing/burn_upgrade
|
|
name = "Tend Wounds (Burn) Upgrade"
|
|
surgery = /datum/surgery/healing/burn/upgraded
|
|
id = "surgery_heal_burn_upgrade"
|
|
|
|
/datum/design/surgery/healing/burn_upgrade_2
|
|
name = "Tend Wounds (Burn) Upgrade"
|
|
surgery = /datum/surgery/healing/burn/upgraded/femto
|
|
id = "surgery_heal_burn_upgrade_femto"
|
|
|
|
/datum/design/surgery/healing/combo
|
|
name = "Tend Wounds (Physical)"
|
|
desc = "A surgical procedure that repairs both bruises and burns. Repair efficiency is not as high as the individual surgeries but it is faster."
|
|
surgery = /datum/surgery/healing/combo
|
|
id = "surgery_heal_combo"
|
|
|
|
/datum/design/surgery/healing/combo_upgrade
|
|
name = "Tend Wounds (Physical) Upgrade"
|
|
surgery = /datum/surgery/healing/combo/upgraded
|
|
id = "surgery_heal_combo_upgrade"
|
|
|
|
/datum/design/surgery/healing/combo_upgrade_2
|
|
name = "Tend Wounds (Physical) Upgrade"
|
|
desc = "A surgical procedure that repairs both bruises and burns faster than their individual counterparts. It is more effective than both the individual surgeries."
|
|
surgery = /datum/surgery/healing/combo/upgraded/femto
|
|
id = "surgery_heal_combo_upgrade_femto"
|
|
|
|
/datum/design/surgery/brainwashing
|
|
name = "Brainwashing"
|
|
desc = "A surgical procedure which directly implants a directive into the patient's brain, making it their absolute priority. It can be cleared using a mindshield implant."
|
|
id = "surgery_brainwashing"
|
|
surgery = /datum/surgery/advanced/brainwashing
|
|
research_icon_state = "surgery_head"
|
|
|
|
/datum/design/surgery/brainwashing/mechanic
|
|
name = "Reprogramming"
|
|
desc = "Malware which directly implants a directive into the robotic patient's operating system, making it their absolute priority. It can be cleared using a mindshield implant."
|
|
id = "surgery_brainwashing_mechanic"
|
|
surgery = /datum/surgery/advanced/brainwashing/mechanic
|
|
|
|
/datum/design/surgery/nerve_splicing
|
|
name = "Nerve Splicing"
|
|
desc = "A surgical procedure which splices the patient's nerves, making them more resistant to stuns."
|
|
id = "surgery_nerve_splice"
|
|
surgery = /datum/surgery/advanced/bioware/nerve_splicing
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/nerve_splicing/mechanic
|
|
name = "System Automatic Reset Subroutine"
|
|
desc = "A robotic upgrade which upgrades a robotic patient's automatic systems, making them more resistant to stuns."
|
|
id = "surgery_nerve_splice_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/nerve_splicing/mechanic
|
|
|
|
/datum/design/surgery/nerve_grounding
|
|
name = "Nerve Grounding"
|
|
desc = "A surgical procedure which makes the patient's nerves act as grounding rods, protecting them from electrical shocks."
|
|
id = "surgery_nerve_ground"
|
|
surgery = /datum/surgery/advanced/bioware/nerve_grounding
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/nerve_grounding/mechanic
|
|
name = "System Shock Dampening"
|
|
desc = "A robotic upgrade which installs grounding rods into the robotic patient's system, protecting them from electrical shocks."
|
|
id = "surgery_nerve_ground_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/nerve_grounding/mechanic
|
|
|
|
/datum/design/surgery/vein_threading
|
|
name = "Vein Threading"
|
|
desc = "A surgical procedure which severely reduces the amount of blood lost in case of injury."
|
|
id = "surgery_vein_thread"
|
|
surgery = /datum/surgery/advanced/bioware/vein_threading
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/vein_threading/mechanic
|
|
name = "Hydraulics Routing Optimization"
|
|
desc = "A robotic upgrade which severely reduces the amount of hydraulic fluid lost in case of injury."
|
|
id = "surgery_vein_thread_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/vein_threading/mechanic
|
|
|
|
/datum/design/surgery/muscled_veins
|
|
name = "Vein Muscle Membrane"
|
|
desc = "A surgical procedure which adds a muscled membrane to blood vessels, allowing a patient to pump blood without a heart."
|
|
id = "surgery_muscled_veins"
|
|
surgery = /datum/surgery/advanced/bioware/muscled_veins
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/muscled_veins/mechanic
|
|
name = "Hydraulics Redundancy Subroutine"
|
|
desc = "A robotic upgrade which adds sophisticated hydraulics redundancies, allowing a patient to pump hydraulic fluid without an engine."
|
|
id = "surgery_muscled_veins_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/muscled_veins/mechanic
|
|
|
|
/datum/design/surgery/ligament_hook
|
|
name = "Ligament Hook"
|
|
desc = "A surgical procedure which reshapes the connections between torso and limbs, making it so limbs can be attached manually if severed. \
|
|
However this weakens the connection, making them easier to detach as well."
|
|
id = "surgery_ligament_hook"
|
|
surgery = /datum/surgery/advanced/bioware/ligament_hook
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/ligament_hook/mechanic
|
|
name = "Anchor Point Snaplocks"
|
|
desc = "A robotic upgrade which installs rapid detachment anchor points, making it so limbs can be attached manually if detached. \
|
|
However this weakens the connection, making them easier to detach as well."
|
|
id = "surgery_ligament_hook_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/ligament_hook/mechanic
|
|
|
|
/datum/design/surgery/ligament_reinforcement
|
|
name = "Ligament Reinforcement"
|
|
desc = "A surgical procedure which adds a protective tissue and bone cage around the connections between the torso and limbs, preventing dismemberment. \
|
|
However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage."
|
|
id = "surgery_ligament_reinforcement"
|
|
surgery = /datum/surgery/advanced/bioware/ligament_reinforcement
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/ligament_reinforcement/mechanic
|
|
name = "Anchor Point Reinforcement"
|
|
desc = "A surgical procedure which adds reinforced limb anchor points to the patient's chassis, preventing dismemberment. \
|
|
However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage."
|
|
id = "surgery_ligament_reinforcement_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/ligament_reinforcement/mechanic
|
|
|
|
/datum/design/surgery/cortex_imprint
|
|
name = "Cortex Imprint"
|
|
desc = "A surgical procedure which modifies the cerebral cortex into a redundant neural pattern, making the brain able to bypass damage caused by minor brain traumas."
|
|
id = "surgery_cortex_imprint"
|
|
surgery = /datum/surgery/advanced/bioware/cortex_imprint
|
|
research_icon_state = "surgery_head"
|
|
|
|
/datum/design/surgery/cortex_imprint/mechanic
|
|
name = "Wetware OS Ver 2.0"
|
|
desc = "A surgical procedure which updates the patient's operating system to the 'latest version', whatever that means, making the brain able to bypass damage caused by minor brain traumas. \
|
|
Shame about all the adware."
|
|
id = "surgery_cortex_imprint_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/cortex_imprint/mechanic
|
|
|
|
/datum/design/surgery/cortex_folding
|
|
name = "Cortex Folding"
|
|
desc = "A surgical procedure which modifies the cerebral cortex into a complex fold, giving space to non-standard neural patterns."
|
|
id = "surgery_cortex_folding"
|
|
surgery = /datum/surgery/advanced/bioware/cortex_folding
|
|
research_icon_state = "surgery_head"
|
|
|
|
/datum/design/surgery/cortex_folding/mechanic
|
|
name = "Wetware OS Labyrinthian Programming"
|
|
desc = "A robotic upgrade which reprograms the patient's neural network in a downright eldritch programming language, giving space to non-standard neural patterns."
|
|
id = "surgery_cortex_folding_mechanic"
|
|
surgery = /datum/surgery/advanced/bioware/cortex_folding/mechanic
|
|
|
|
/datum/design/surgery/necrotic_revival
|
|
name = "Necrotic Revival"
|
|
desc = "An experimental surgical procedure that stimulates the growth of a Romerol tumor inside the patient's brain. Requires zombie powder or rezadone."
|
|
id = "surgery_zombie"
|
|
surgery = /datum/surgery/advanced/necrotic_revival
|
|
research_icon_state = "surgery_head"
|
|
|
|
/datum/design/surgery/wing_reconstruction
|
|
name = "Wing Reconstruction"
|
|
desc = "An experimental surgical procedure that reconstructs the damaged wings of moth people. Requires Synthflesh."
|
|
id = "surgery_wing_reconstruction"
|
|
surgery = /datum/surgery/advanced/wing_reconstruction
|
|
research_icon_state = "surgery_chest"
|
|
|
|
/datum/design/surgery/advanced_plastic_surgery
|
|
name = "Advanced Plastic Surgery"
|
|
desc = "An advanced form of the plastic surgery, allowing oneself to remodel someone's face and voice based off a picture of someones face"
|
|
surgery = /datum/surgery/plastic_surgery/advanced
|
|
id = "surgery_advanced_plastic_surgery"
|
|
research_icon_state = "surgery_head"
|
|
|
|
/datum/design/surgery/experimental_dissection
|
|
name = "Experimental Dissection"
|
|
desc = "An experimental surgical procedure that dissects bodies in exchange for research points at ancient R&D consoles."
|
|
id = "surgery_oldstation_dissection"
|
|
surgery = /datum/surgery/advanced/experimental_dissection
|
|
research_icon_state = "surgery_chest"
|