/* Surgery Tools * Contains: * Retractor * Hemostat * Cautery * Surgical Drill * Scalpel * Circular Saw */ /obj/item/surgical name = "Surgical tool" desc = "This shouldn't be here, ahelp it." icon = 'icons/obj/surgery.dmi' w_class = WEIGHT_CLASS_SMALL item_flags = ITEM_CAREFUL_BLUDGEON | ITEM_ENCUMBERS_WHILE_HELD suit_storage_class = SUIT_STORAGE_CLASS_SOFTWEAR belt_storage_class = BELT_CLASS_SMALL var/helpforce = 0 //For help intent things drop_sound = 'sound/items/drop/weldingtool.ogg' pickup_sound = 'sound/items/pickup/weldingtool.ogg' /* * Retractor */ /obj/item/surgical/retractor name = "retractor" desc = "Retracts stuff." icon_state = "retractor" materials_base = list(MAT_STEEL = 10000, MAT_GLASS = 5000) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) /* * Hemostat */ /obj/item/surgical/hemostat name = "hemostat" desc = "You think you have seen this before." icon_state = "hemostat" materials_base = list(MAT_STEEL = 5000, MAT_GLASS = 2500) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("attacked", "pinched") /* * Cautery */ /obj/item/surgical/cautery name = "cautery" desc = "This stops bleeding." icon_state = "cautery" materials_base = list(MAT_STEEL = 5000, MAT_GLASS = 2500) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("burnt") /* * Surgical Drill */ /obj/item/surgical/surgicaldrill name = "surgical drill" desc = "You can drill using this item. You dig?" icon_state = "drill" attack_sound = 'sound/weapons/circsawhit.ogg' materials_base = list(MAT_STEEL = 15000, MAT_GLASS = 10000) damage_force = 15 w_class = WEIGHT_CLASS_NORMAL origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("drilled") belt_storage_class = BELT_CLASS_MEDIUM /* * Scalpel */ /obj/item/surgical/scalpel name = "scalpel" desc = "Cut, cut, and once more cut." icon_state = "scalpel" damage_force = 10.0 damage_mode = DAMAGE_MODE_SHARP | DAMAGE_MODE_EDGE w_class = WEIGHT_CLASS_TINY slot_flags = SLOT_EARS throw_force = 5.0 throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) materials_base = list(MAT_STEEL = 10000, MAT_GLASS = 5000) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /* * Researchable Scalpels */ /obj/item/surgical/scalpel/laser1 name = "basic laser scalpel" desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved." icon_state = "scalpel_laser1_on" damage_type = DAMAGE_TYPE_BURN /obj/item/surgical/scalpel/laser2 name = "improved laser scalpel" desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced." icon_state = "scalpel_laser2_on" damage_type = DAMAGE_TYPE_BURN damage_force = 12.0 /obj/item/surgical/scalpel/laser3 name = "advanced laser scalpel" desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!" icon_state = "scalpel_laser3_on" damage_type = DAMAGE_TYPE_BURN damage_force = 15.0 /obj/item/surgical/scalpel/manager name = "incision management system" desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." icon_state = "scalpel_manager_on" damage_force = 7.5 /obj/item/surgical/scalpel/ripper name = "organ pincers" desc = "A horrifying bladed tool with a large metal spike in its center. The tool is used for rapidly removing organs from hopefully willing patients." icon_state = "organ_ripper" item_state = "bone_setter" damage_force = 15.0 tool_speed = 0.75 origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 3, TECH_ILLEGAL = 2) /* * Circular Saw */ /obj/item/surgical/circular_saw name = "circular saw" desc = "For heavy duty cutting." icon_state = "saw3" attack_sound = 'sound/weapons/circsawhit.ogg' damage_force = 15.0 w_class = WEIGHT_CLASS_NORMAL throw_force = 9.0 throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) materials_base = list(MAT_STEEL = 20000, MAT_GLASS = 10000) attack_verb = list("attacked", "slashed", "sawed", "cut") damage_mode = DAMAGE_MODE_SHARP | DAMAGE_MODE_EDGE belt_storage_class = BELT_CLASS_MEDIUM /obj/item/surgical/circular_saw/manager name = "energetic bone diverter" desc = "For heavy duty cutting (and sealing), with science!" icon_state = "adv_saw" item_state = "saw3" attack_sound = 'sound/weapons/emitter2.ogg' damage_type = DAMAGE_TYPE_SEARING w_class = WEIGHT_CLASS_BULKY origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6) materials_base = list(MAT_STEEL = 12500) attack_verb = list("attacked", "slashed", "seared", "cut") tool_speed = 0.75 //misc, formerly from code/defines/weapons.dm /obj/item/surgical/bonegel name = "bone gel" desc = "For fixing bones." icon_state = "bone-gel" damage_force = 0 throw_force = 1.0 /obj/item/surgical/FixOVein name = "FixOVein" desc = "Like bone gel. For veins." icon_state = "fixovein" damage_force = 0 throw_force = 1.0 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 3) var/usage_amount = 10 /obj/item/surgical/bonesetter name = "bone setter" desc = "Put them in their place." icon_state = "bone_setter" damage_force = 8.0 throw_force = 9.0 throw_speed = 3 throw_range = 5 attack_verb = list("attacked", "hit", "bludgeoned") /obj/item/surgical/bone_clamp name = "bone clamp" desc = "The best way to get a bone fixed fast." icon_state = "bone_clamp" damage_force = 8 throw_force = 9 throw_speed = 3 throw_range = 5 attack_verb = list("attacked", "hit", "bludgeoned") /* * Bio Regen */ /obj/item/surgical/bioregen name="bioregenerator" desc="A special tool used in surgeries which can pull toxins from and restore oxygen to organic tissue as well as recreate missing biological structures to allow otherwise irreperable flesh to be mended." icon='icons/obj/surgery.dmi' icon_state="bioregen" // Cyborg Tools /obj/item/surgical/retractor/cyborg tool_speed = 0.5 /obj/item/surgical/hemostat/cyborg tool_speed = 0.5 /obj/item/surgical/cautery/cyborg tool_speed = 0.5 /obj/item/surgical/surgicaldrill/cyborg tool_speed = 0.5 /obj/item/surgical/scalpel/cyborg tool_speed = 0.5 /obj/item/surgical/circular_saw/cyborg tool_speed = 0.5 /obj/item/surgical/bonegel/cyborg tool_speed = 0.5 /obj/item/surgical/FixOVein/cyborg tool_speed = 0.5 /obj/item/surgical/bonesetter/cyborg tool_speed = 0.5 // Alien Tools /obj/item/surgical/retractor/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.25 /obj/item/surgical/hemostat/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.25 /obj/item/surgical/cautery/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.25 /obj/item/surgical/surgicaldrill/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.25 /obj/item/surgical/scalpel/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.25 /obj/item/surgical/circular_saw/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.25 /obj/item/surgical/FixOVein/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.25 /obj/item/surgical/bone_clamp/alien icon = 'icons/obj/abductor.dmi' tool_speed = 0.75 // Primitive Items /obj/item/surgical/retractor_primitive name = "primitive retractor" desc = "An archaic retractor fashioned out of bone and treated sinew." icon_state = "retractor_bone" materials_base = list("bone" = 5000) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) /obj/item/surgical/hemostat_primitive name = "primitive hemostat" desc = "Two long bones connected by sinew, used as fine clamps." icon_state = "hemostat_bone" materials_base = list("bone" = 5000) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("attacked", "pinched") /obj/item/surgical/cautery_primitive name = "primitive cautery" desc = "An arcane gemstone inserted into whittled bone. It seems to be useful for stopping bleeding." icon_state = "cautery_bone" materials_base = list("bone" = 5000) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("burnt") /obj/item/surgical/cautery_scori name = "primitive cautery" desc = "A burning gem held tightly by clamps of bone and sinew. This would be effective as cauterizing wounds." icon = 'icons/obj/lavaland.dmi' icon_state = "cautery_scori" materials_base = list("bone" = 5000) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("burnt") /obj/item/surgical/scalpel_primitive name = "primitive scalpel" desc = "Finely knapped glass attached to a carved bone by sinew. It seems like it'd be good at cutting." icon_state = "scalpel_bone" damage_force = 10.0 damage_mode = DAMAGE_MODE_SHARP | DAMAGE_MODE_EDGE w_class = WEIGHT_CLASS_TINY slot_flags = SLOT_EARS throw_force = 5.0 throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) materials_base = list("bone" = 5000, MAT_GLASS = 2500) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/surgical/scalpel_bronze name = "bronze scalpel" desc = "Finely shrapened bronze blade attached to a carved bone handle. Excellent for percise cutting" icon = 'icons/obj/lavaland.dmi' icon_state = "scalpel_bronze" damage_force = 10.0 damage_mode = DAMAGE_MODE_SHARP | DAMAGE_MODE_EDGE w_class = WEIGHT_CLASS_TINY slot_flags = SLOT_EARS throw_force = 5.0 throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1) materials_base = list("bone" = 5000, MAT_BRONZE = 2500) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/surgical/saw_primitive name = "primitive bone saw" desc = "An admittedly complex, yet still inferior tool, this bone saw uses knapped volcanic glass as cutting teeth." icon_state = "saw_bone" damage_force = 15.0 w_class = WEIGHT_CLASS_NORMAL throw_force = 9.0 throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) materials_base = list("bone" = 6000, MAT_GLASS = 4000) attack_verb = list("attacked", "slashed", "sawed", "cut") damage_mode = DAMAGE_MODE_SHARP | DAMAGE_MODE_EDGE /obj/item/surgical/saw_bronze name = "bronze saw" desc = "An saw made of bronze fused to bone. In absense of any wood to cut it may cut bone well.." icon = 'icons/obj/lavaland.dmi' icon_state = "saw_bronze" damage_force = 15.0 w_class = WEIGHT_CLASS_NORMAL throw_force = 9.0 throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1) materials_base = list("bone" = 6000, MAT_BRONZE = 4000) attack_verb = list("attacked", "slashed", "sawed", "cut") damage_mode = DAMAGE_MODE_SHARP | DAMAGE_MODE_EDGE /obj/item/surgical/bonesetter_primitive name = "primitive bone setter" desc = "Large leg bones whittled down and woven together with sinew. Used to set other bones." icon_state = "bone_setter_bone" materials_base = list("bone" = 5000)