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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## From Bone to Bronze Many Scorian items were borrowed from Main's Ashlander assets. The borrowed assets did not do a good job of showing the status of the Scorian civilization as a bronze age civilization as the majority of their tools ended up being bone, to say nothing of the borrowed tools that used assets from mobs that do not exist RP (Legion powered welder and cautery). As such I have replaced the bone tools with bronze ones, in addition, the recipes of the affected items have also been adjusted. Scori will need to acquire more copper to make their tools. Bones are still used for some tools and as components on other recipes. Many tools have been altered for fluff purposes. Many Scorian Recipes now require tools of some kind (As we can no longer assume they can assemble complex items from raw materials with their bare hands). This may be a slight nerf for the Scori as the bone material may be overpowered. Please don't full merge until we can be sure the balance isn't overly altered by these changes. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Bronze Tools and Weapons (May be slightly worse than bone due to material fuckery) tweak: many many recipes imageadd: icons for the new tools, inhands icons for the tools /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
401 lines
13 KiB
Plaintext
401 lines
13 KiB
Plaintext
/* Surgery Tools
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* Contains:
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* Retractor
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* Hemostat
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* Cautery
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* Surgical Drill
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* Scalpel
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* Circular Saw
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*/
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/obj/item/surgical
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name = "Surgical tool"
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desc = "This shouldn't be here, ahelp it."
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icon = 'icons/obj/surgery.dmi'
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w_class = WEIGHT_CLASS_SMALL
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item_flags = ITEM_CAREFUL_BLUDGEON | ITEM_ENCUMBERS_WHILE_HELD
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var/helpforce = 0 //For help intent things
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drop_sound = 'sound/items/drop/weldingtool.ogg'
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pickup_sound = 'sound/items/pickup/weldingtool.ogg'
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/*
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* Retractor
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*/
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/obj/item/surgical/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon_state = "retractor"
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materials_base = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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/*
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* Hemostat
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*/
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/obj/item/surgical/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon_state = "hemostat"
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materials_base = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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attack_verb = list("attacked", "pinched")
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/*
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* Cautery
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*/
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/obj/item/surgical/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon_state = "cautery"
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materials_base = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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attack_verb = list("burnt")
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/*
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* Surgical Drill
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*/
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/obj/item/surgical/surgicaldrill
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name = "surgical drill"
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desc = "You can drill using this item. You dig?"
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icon_state = "drill"
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attack_sound = 'sound/weapons/circsawhit.ogg'
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materials_base = list(MAT_STEEL = 15000, MAT_GLASS = 10000)
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damage_force = 15
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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attack_verb = list("drilled")
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/obj/item/surgical/surgicaldrill/suicide_act(mob/user)
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var/datum/gender/TU = GLOB.gender_datums[user.get_visible_gender()]
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user.visible_message(pick(
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SPAN_DANGER("\The [user] is pressing \the [src] to [TU.his] temple and activating it! It looks like [TU.hes] trying to commit suicide."),
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SPAN_DANGER("\The [user] is pressing \the [src] to [TU.his] chest and activating it! It looks like [TU.hes] trying to commit suicide."),
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))
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return (BRUTELOSS)
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/*
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* Scalpel
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*/
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/obj/item/surgical/scalpel
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name = "scalpel"
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desc = "Cut, cut, and once more cut."
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icon_state = "scalpel"
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damage_force = 10.0
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sharp = 1
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edge = 1
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w_class = WEIGHT_CLASS_TINY
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slot_flags = SLOT_EARS
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throw_force = 5.0
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throw_speed = 3
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throw_range = 5
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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materials_base = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/obj/item/surgical/scalpel/suicide_act(mob/user)
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var/datum/gender/TU = GLOB.gender_datums[user.get_visible_gender()]
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user.visible_message(pick("<span class='danger'>\The [user] is slitting [TU.his] wrists with the [src.name]! It looks like [TU.hes] trying to commit suicide.</span>", \
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"<span class='danger'>\The [user] is slitting [TU.his] throat with the [src.name]! It looks like [TU.hes] trying to commit suicide.</span>", \
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"<span class='danger'>\The [user] is slitting [TU.his] stomach open with the [src.name]! It looks like [TU.hes] trying to commit seppuku.</span>"))
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return (BRUTELOSS)
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/*
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* Researchable Scalpels
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*/
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/obj/item/surgical/scalpel/laser1
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name = "laser scalpel"
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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."
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icon_state = "scalpel_laser1_on"
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damtype = "fire"
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/obj/item/surgical/scalpel/laser2
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
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icon_state = "scalpel_laser2_on"
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damtype = "fire"
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damage_force = 12.0
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/obj/item/surgical/scalpel/laser3
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name = "laser scalpel"
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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!"
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icon_state = "scalpel_laser3_on"
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damtype = "fire"
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damage_force = 15.0
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/obj/item/surgical/scalpel/manager
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name = "incision management system"
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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."
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icon_state = "scalpel_manager_on"
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damage_force = 7.5
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/obj/item/surgical/scalpel/ripper
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name = "organ pincers"
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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."
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icon_state = "organ_ripper"
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item_state = "bone_setter"
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damage_force = 15.0
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tool_speed = 0.75
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origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 3, TECH_ILLEGAL = 2)
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/*
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* Circular Saw
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*/
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/obj/item/surgical/circular_saw
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name = "circular saw"
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desc = "For heavy duty cutting."
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icon_state = "saw3"
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attack_sound = 'sound/weapons/circsawhit.ogg'
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damage_force = 15.0
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w_class = WEIGHT_CLASS_NORMAL
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throw_force = 9.0
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throw_speed = 3
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throw_range = 5
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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materials_base = list(MAT_STEEL = 20000, MAT_GLASS = 10000)
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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sharp = 1
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edge = 1
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/obj/item/surgical/circular_saw/manager
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name = "energetic bone diverter"
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desc = "For heavy duty cutting (and sealing), with science!"
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icon_state = "adv_saw"
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item_state = "saw3"
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attack_sound = 'sound/weapons/emitter2.ogg'
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damtype = SEARING
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w_class = WEIGHT_CLASS_BULKY
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origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6)
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materials_base = list(MAT_STEEL = 12500)
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attack_verb = list("attacked", "slashed", "seared", "cut")
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tool_speed = 0.75
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//misc, formerly from code/defines/weapons.dm
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/obj/item/surgical/bonegel
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name = "bone gel"
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desc = "For fixing bones."
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icon_state = "bone-gel"
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damage_force = 0
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throw_force = 1.0
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/obj/item/surgical/FixOVein
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name = "FixOVein"
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desc = "Like bone gel. For veins."
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icon_state = "fixovein"
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damage_force = 0
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throw_force = 1.0
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 3)
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var/usage_amount = 10
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/obj/item/surgical/bonesetter
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name = "bone setter"
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desc = "Put them in their place."
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icon_state = "bone_setter"
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damage_force = 8.0
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throw_force = 9.0
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throw_speed = 3
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throw_range = 5
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attack_verb = list("attacked", "hit", "bludgeoned")
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/obj/item/surgical/bone_clamp
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name = "bone clamp"
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desc = "The best way to get a bone fixed fast."
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icon_state = "bone_clamp"
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damage_force = 8
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throw_force = 9
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throw_speed = 3
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throw_range = 5
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attack_verb = list("attacked", "hit", "bludgeoned")
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/*
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* Bio Regen
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*/
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/obj/item/surgical/bioregen
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name="bioregenerator"
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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."
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icon='icons/obj/surgery.dmi'
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icon_state="bioregen"
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// Cyborg Tools
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/obj/item/surgical/retractor/cyborg
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tool_speed = 0.5
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/obj/item/surgical/hemostat/cyborg
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tool_speed = 0.5
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/obj/item/surgical/cautery/cyborg
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tool_speed = 0.5
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/obj/item/surgical/surgicaldrill/cyborg
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tool_speed = 0.5
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/obj/item/surgical/scalpel/cyborg
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tool_speed = 0.5
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/obj/item/surgical/circular_saw/cyborg
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tool_speed = 0.5
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/obj/item/surgical/bonegel/cyborg
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tool_speed = 0.5
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/obj/item/surgical/FixOVein/cyborg
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tool_speed = 0.5
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/obj/item/surgical/bonesetter/cyborg
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tool_speed = 0.5
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// Alien Tools
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/obj/item/surgical/retractor/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.25
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/obj/item/surgical/hemostat/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.25
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/obj/item/surgical/cautery/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.25
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/obj/item/surgical/surgicaldrill/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.25
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/obj/item/surgical/scalpel/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.25
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/obj/item/surgical/circular_saw/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.25
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/obj/item/surgical/FixOVein/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.25
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/obj/item/surgical/bone_clamp/alien
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icon = 'icons/obj/abductor.dmi'
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tool_speed = 0.75
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// Primitive Items
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/obj/item/surgical/retractor_primitive
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name = "primitive retractor"
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desc = "An archaic retractor fashioned out of bone and treated sinew."
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icon_state = "retractor_bone"
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materials_base = list("bone" = 5000)
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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/obj/item/surgical/hemostat_primitive
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name = "primitive hemostat"
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desc = "Two long bones connected by sinew, used as fine clamps."
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icon_state = "hemostat_bone"
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materials_base = list("bone" = 5000)
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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attack_verb = list("attacked", "pinched")
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/obj/item/surgical/cautery_primitive
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name = "primitive cautery"
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desc = "An arcane gemstone inserted into whittled bone. It seems to be useful for stopping bleeding."
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icon_state = "cautery_bone"
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materials_base = list("bone" = 5000)
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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attack_verb = list("burnt")
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/obj/item/surgical/cautery_scori
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name = "primitive cautery"
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desc = "A burning gem held tightly by clamps of bone and sinew. This would be effective as cauterizing wounds."
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icon = 'icons/obj/lavaland.dmi'
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icon_state = "cautery_scori"
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materials_base = list("bone" = 5000)
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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attack_verb = list("burnt")
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/obj/item/surgical/scalpel_primitive
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name = "primitive scalpel"
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desc = "Finely knapped glass attached to a carved bone by sinew. It seems like it'd be good at cutting."
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icon_state = "scalpel_bone"
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damage_force = 10.0
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sharp = 1
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edge = 1
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w_class = WEIGHT_CLASS_TINY
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slot_flags = SLOT_EARS
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throw_force = 5.0
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throw_speed = 3
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throw_range = 5
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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materials_base = list("bone" = 5000, MAT_GLASS = 2500)
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/obj/item/surgical/scalpel_primitive/suicide_act(mob/user)
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var/datum/gender/TU = GLOB.gender_datums[user.get_visible_gender()]
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user.visible_message(pick("<span class='danger'>\The [user] is slitting [TU.his] wrists with the [src.name]! It looks like [TU.hes] trying to commit suicide.</span>", \
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"<span class='danger'>\The [user] is slitting [TU.his] throat with the [src.name]! It looks like [TU.hes] trying to commit suicide.</span>", \
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"<span class='danger'>\The [user] is slitting [TU.his] stomach open with the [src.name]! It looks like [TU.hes] trying to commit seppuku.</span>"))
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return (BRUTELOSS)
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/obj/item/surgical/scalpel_bronze
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name = "bronze scalpel"
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desc = "Finely shrapened bronze blade attached to a carved bone handle. Excellent for percise cutting"
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icon = 'icons/obj/lavaland.dmi'
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icon_state = "scalpel_bronze"
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damage_force = 10.0
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sharp = 1
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edge = 1
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w_class = WEIGHT_CLASS_TINY
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slot_flags = SLOT_EARS
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throw_force = 5.0
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throw_speed = 3
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throw_range = 5
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origin_tech = list(TECH_MATERIAL = 1)
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materials_base = list("bone" = 5000, MAT_BRONZE = 2500)
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/obj/item/surgical/scalpel_bronze/suicide_act(mob/user)
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var/datum/gender/TU = GLOB.gender_datums[user.get_visible_gender()]
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user.visible_message(pick("<span class='danger'>\The [user] is slitting [TU.his] wrists with the [src.name]! It looks like [TU.hes] trying to commit suicide.</span>", \
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"<span class='danger'>\The [user] is slitting [TU.his] throat with the [src.name]! It looks like [TU.hes] trying to commit suicide.</span>", \
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"<span class='danger'>\The [user] is slitting [TU.his] stomach open with the [src.name]! It looks like [TU.hes] trying to commit seppuku.</span>"))
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return (BRUTELOSS)
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/obj/item/surgical/saw_primitive
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name = "primitive bone saw"
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desc = "An admittedly complex, yet still inferior tool, this bone saw uses knapped volcanic glass as cutting teeth."
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icon_state = "saw_bone"
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damage_force = 15.0
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w_class = WEIGHT_CLASS_NORMAL
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throw_force = 9.0
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throw_speed = 3
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throw_range = 5
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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materials_base = list("bone" = 6000, MAT_GLASS = 4000)
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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sharp = 1
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edge = 1
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/obj/item/surgical/saw_bronze
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name = "bronze saw"
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desc = "An saw made of bronze fused to bone. In absense of any wood to cut it may cut bone well.."
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icon = 'icons/obj/lavaland.dmi'
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icon_state = "saw_bronze"
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damage_force = 15.0
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w_class = WEIGHT_CLASS_NORMAL
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throw_force = 9.0
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throw_speed = 3
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throw_range = 5
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origin_tech = list(TECH_MATERIAL = 1)
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materials_base = list("bone" = 6000, MAT_BRONZE = 4000)
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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sharp = 1
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edge = 1
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/obj/item/surgical/bonesetter_primitive
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name = "primitive bone setter"
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desc = "Large leg bones whittled down and woven together with sinew. Used to set other bones."
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icon_state = "bone_setter_bone"
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materials_base = list("bone" = 5000)
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