Files
CHOMPStation2/code/modules/research/prosfab_designs.dm
Arokha Sieyes 6d74e20e2a Fix up a few more things with synth printing
Species now 'suggested' by robolimb manufacturer, helps with getting the correct hairstyle choices for each synth, so Taj have access to Taj hair styles and whatnot in mirrors if they are using a Taj-based synth. Also adds a DSI Akula variant that Zalvine should touch up later hopefully.
2017-04-09 23:56:13 -04:00

310 lines
9.9 KiB
Plaintext

/datum/design/item/prosfab
build_type = PROSFAB
category = "Misc"
req_tech = list(TECH_MATERIAL = 1)
/datum/design/item/prosfab/pros
category = "Prosthetics"
// Make new external organs and make 'em robotish
/datum/design/item/prosfab/pros/Fabricate(var/newloc, var/fabricator)
if(istype(fabricator, /obj/machinery/pros_fabricator))
var/obj/machinery/pros_fabricator/prosfab = fabricator
var/obj/item/organ/O = new build_path(newloc)
//VOREStation Edit - Suggesting a species
if(prosfab.manufacturer)
var/datum/robolimb/manf = all_robolimbs[prosfab.manufacturer]
O.species = all_species["[manf.suggested_species]"]
else
O.species = all_species["Human"]
//VOREStation Edit End
O.robotize(prosfab.manufacturer)
O.dna = new/datum/dna() //Uuughhhh... why do I have to do this?
O.dna.ResetUI()
O.dna.ResetSE()
spawn(10) //Limbs love to flop around. Who am I to deny them?
O.dir = 2
return O
return ..()
// Deep Magic for the torso since it needs to be a new mob
/datum/design/item/prosfab/pros/torso/Fabricate(var/newloc, var/fabricator)
if(istype(fabricator, /obj/machinery/pros_fabricator))
var/obj/machinery/pros_fabricator/prosfab = fabricator
//VOREStation Edit - Suggesting a species
var/newspecies = "Human"
if(prosfab.manufacturer)
var/datum/robolimb/manf = all_robolimbs[prosfab.manufacturer]
newspecies = manf.suggested_species
var/mob/living/carbon/human/H = new(newloc,newspecies)
//VOREStation Edit End
H.stat = DEAD
H.gender = gender
for(var/obj/item/organ/external/EO in H.organs)
if(EO.organ_tag == BP_TORSO || EO.organ_tag == BP_GROIN)
continue //Roboticizing a torso does all the children and wastes time, do it later
else
EO.remove_rejuv()
for(var/obj/item/organ/external/O in H.organs)
O.species = all_species[newspecies] //VOREStation Edit with species suggestion above
O.robotize(prosfab.manufacturer)
O.dna = new/datum/dna()
O.dna.ResetUI()
O.dna.ResetSE()
H.real_name = "Synthmorph #[rand(100,999)]"
H.name = H.real_name
H.dir = 2
H.add_language(LANGUAGE_EAL)
return H
//////////////////// Prosthetics ////////////////////
/datum/design/item/prosfab/pros/torso
time = 35
materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 7500)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case
var/gender = MALE
/datum/design/item/prosfab/pros/torso/male
name = "FBP torso (M)"
id = "pros_torso_m"
build_path = /obj/item/organ/external/chest
gender = MALE
/obj/item/organ/external/chest/f //To satisfy Travis. :|
/datum/design/item/prosfab/pros/torso/female
name = "FBP torso (F)"
id = "pros_torso_f"
build_path = /obj/item/organ/external/chest/f
gender = FEMALE
/datum/design/item/prosfab/pros/head
name = "Prosthetic head"
id = "pros_head"
build_path = /obj/item/organ/external/head
time = 30
materials = list(DEFAULT_WALL_MATERIAL = 18750, "glass" = 3750)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case
/datum/design/item/prosfab/pros/l_arm
name = "Prosthetic left arm"
id = "pros_l_arm"
build_path = /obj/item/organ/external/arm
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 10125)
/datum/design/item/prosfab/pros/l_hand
name = "Prosthetic left hand"
id = "pros_l_hand"
build_path = /obj/item/organ/external/hand
time = 15
materials = list(DEFAULT_WALL_MATERIAL = 3375)
/datum/design/item/prosfab/pros/r_arm
name = "Prosthetic right arm"
id = "pros_r_arm"
build_path = /obj/item/organ/external/arm/right
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 10125)
/datum/design/item/prosfab/pros/r_hand
name = "Prosthetic right hand"
id = "pros_r_hand"
build_path = /obj/item/organ/external/hand/right
time = 15
materials = list(DEFAULT_WALL_MATERIAL = 3375)
/datum/design/item/prosfab/pros/l_leg
name = "Prosthetic left leg"
id = "pros_l_leg"
build_path = /obj/item/organ/external/leg
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 8437)
/datum/design/item/prosfab/pros/l_foot
name = "Prosthetic left foot"
id = "pros_l_foot"
build_path = /obj/item/organ/external/foot
time = 15
materials = list(DEFAULT_WALL_MATERIAL = 2813)
/datum/design/item/prosfab/pros/r_leg
name = "Prosthetic right leg"
id = "pros_r_leg"
build_path = /obj/item/organ/external/leg/right
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 8437)
/datum/design/item/prosfab/pros/r_foot
name = "Prosthetic right foot"
id = "pros_r_foot"
build_path = /obj/item/organ/external/foot/right
time = 15
materials = list(DEFAULT_WALL_MATERIAL = 2813)
/datum/design/item/prosfab/pros/cell
name = "Prosthetic powercell"
id = "pros_cell"
build_path = /obj/item/organ/internal/cell
time = 15
materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 3000)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/eyes
name = "Prosthetic eyes"
id = "pros_eyes"
build_path = /obj/item/organ/internal/eyes/robot
time = 15
materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 5625)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
//////////////////// Cyborg Parts ////////////////////
/datum/design/item/prosfab/cyborg
category = "Cyborg Parts"
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 3750)
/datum/design/item/prosfab/cyborg/exoskeleton
name = "Robot exoskeleton"
id = "robot_exoskeleton"
build_path = /obj/item/robot_parts/robot_suit
time = 50
materials = list(DEFAULT_WALL_MATERIAL = 37500)
/datum/design/item/prosfab/cyborg/torso
name = "Robot torso"
id = "robot_torso"
build_path = /obj/item/robot_parts/chest
time = 35
materials = list(DEFAULT_WALL_MATERIAL = 30000)
/datum/design/item/prosfab/cyborg/head
name = "Robot head"
id = "robot_head"
build_path = /obj/item/robot_parts/head
time = 35
materials = list(DEFAULT_WALL_MATERIAL = 18750)
/datum/design/item/prosfab/cyborg/l_arm
name = "Robot left arm"
id = "robot_l_arm"
build_path = /obj/item/robot_parts/l_arm
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 13500)
/datum/design/item/prosfab/cyborg/r_arm
name = "Robot right arm"
id = "robot_r_arm"
build_path = /obj/item/robot_parts/r_arm
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 13500)
/datum/design/item/prosfab/cyborg/l_leg
name = "Robot left leg"
id = "robot_l_leg"
build_path = /obj/item/robot_parts/l_leg
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 11250)
/datum/design/item/prosfab/cyborg/r_leg
name = "Robot right leg"
id = "robot_r_leg"
build_path = /obj/item/robot_parts/r_leg
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 11250)
//////////////////// Cyborg Internals ////////////////////
/datum/design/item/prosfab/cyborg/component
category = "Cyborg Internals"
build_type = PROSFAB
time = 12
materials = list(DEFAULT_WALL_MATERIAL = 7500)
/datum/design/item/prosfab/cyborg/component/binary_communication_device
name = "Binary communication device"
id = "binary_communication_device"
build_path = /obj/item/robot_parts/robot_component/binary_communication_device
/datum/design/item/prosfab/cyborg/component/radio
name = "Radio"
id = "radio"
build_path = /obj/item/robot_parts/robot_component/radio
/datum/design/item/prosfab/cyborg/component/actuator
name = "Actuator"
id = "actuator"
build_path = /obj/item/robot_parts/robot_component/actuator
/datum/design/item/prosfab/cyborg/component/diagnosis_unit
name = "Diagnosis unit"
id = "diagnosis_unit"
build_path = /obj/item/robot_parts/robot_component/diagnosis_unit
/datum/design/item/prosfab/cyborg/component/camera
name = "Camera"
id = "camera"
build_path = /obj/item/robot_parts/robot_component/camera
/datum/design/item/prosfab/cyborg/component/armour
name = "Armour plating"
id = "armour"
build_path = /obj/item/robot_parts/robot_component/armour
//////////////////// Cyborg Modules ////////////////////
/datum/design/item/prosfab/robot_upgrade
category = "Cyborg Modules"
build_type = PROSFAB
time = 12
materials = list(DEFAULT_WALL_MATERIAL = 7500)
/datum/design/item/prosfab/robot_upgrade/rename
name = "Rename module"
desc = "Used to rename a cyborg."
id = "borg_rename_module"
build_path = /obj/item/borg/upgrade/rename
/datum/design/item/prosfab/robot_upgrade/reset
name = "Reset module"
desc = "Used to reset a cyborg's module. Destroys any other upgrades applied to the robot."
id = "borg_reset_module"
build_path = /obj/item/borg/upgrade/reset
/datum/design/item/prosfab/robot_upgrade/restart
name = "Emergency restart module"
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
id = "borg_restart_module"
materials = list(DEFAULT_WALL_MATERIAL = 45000, "glass" = 3750)
build_path = /obj/item/borg/upgrade/restart
/datum/design/item/prosfab/robot_upgrade/vtec
name = "VTEC module"
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
id = "borg_vtec_module"
materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 3750)
build_path = /obj/item/borg/upgrade/vtec
/datum/design/item/prosfab/robot_upgrade/tasercooler
name = "Rapid taser cooling module"
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
id = "borg_taser_module"
materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 1500, "diamond" = 375)
build_path = /obj/item/borg/upgrade/tasercooler
/datum/design/item/prosfab/robot_upgrade/jetpack
name = "Jetpack module"
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
id = "borg_jetpack_module"
materials = list(DEFAULT_WALL_MATERIAL = 7500, "phoron" = 11250, "uranium" = 15000)
build_path = /obj/item/borg/upgrade/jetpack
/datum/design/item/prosfab/robot_upgrade/syndicate
name = "Illegal upgrade"
desc = "Allows for the construction of lethal upgrades for cyborgs."
id = "borg_syndicate_module"
req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 11250, "diamond" = 7500)
build_path = /obj/item/borg/upgrade/syndicate