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R&D Update: Implants and Autolathes
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@@ -4,6 +4,7 @@
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name = "implant"
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icon = 'icons/obj/device.dmi'
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icon_state = "implant"
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origin_tech = "materials=2;biotech=3;programming=2"
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var/implanted = null
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var/mob/living/imp_in = null
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var/obj/item/organ/external/part = null
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@@ -52,6 +53,7 @@
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/obj/item/weapon/implant/tracking
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name = "tracking"
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desc = "Track with this."
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origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
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var/id = 1.0
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@@ -92,6 +94,7 @@ Implant Specifics:<BR>"}
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/obj/item/weapon/implant/dexplosive
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name = "explosive"
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desc = "And boom goes the weasel."
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origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
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icon_state = "implant_evil"
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get_data()
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@@ -127,6 +130,7 @@ Implant Specifics:<BR>"}
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/obj/item/weapon/implant/explosive
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name = "explosive implant"
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desc = "A military grade micro bio-explosive. Highly dangerous."
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origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
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var/elevel = "Localized Limb"
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var/phrase = "supercalifragilisticexpialidocious"
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icon_state = "implant_evil"
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@@ -252,6 +256,7 @@ Implant Specifics:<BR>"}
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/obj/item/weapon/implant/chem
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name = "chem"
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desc = "Injects things."
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origin_tech = "materials=3;biotech=4"
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allow_reagents = 1
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get_data()
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@@ -316,6 +321,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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/obj/item/weapon/implant/loyalty
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name = "loyalty"
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desc = "Makes you loyal or such."
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origin_tech = "materials=2;biotech=4;programming=4"
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get_data()
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var/dat = {"
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@@ -406,6 +412,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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/obj/item/weapon/implant/adrenalin
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name = "adrenalin"
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desc = "Removes all stuns and knockdowns."
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origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
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var/uses = 3
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get_data()
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@@ -436,7 +443,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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source.reagents.add_reagent("synaptizine", 10)
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source.reagents.add_reagent("omnizine", 10)
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source.reagents.add_reagent("methamphetamine", 10)
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source.reagents.add_reagent("stimulative_agent", 10)
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return
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@@ -523,6 +530,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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name = "compressed matter implant"
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desc = "Based on compressed matter technology, can store a single item."
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icon_state = "implant_evil"
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origin_tech = "materials=2;magnets=4;bluespace=4;syndicate=4"
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var/activation_emote = "sigh"
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var/obj/item/scanned = null
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@@ -574,7 +582,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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/obj/item/weapon/implant/emp
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name = "emp implant"
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desc = "Triggers an EMP."
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origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
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var/activation_emote = "chuckle"
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var/uses = 2
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@@ -8,7 +8,14 @@
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throw_speed = 1
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throw_range = 5
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w_class = 1.0
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origin_tech = "materials=1;biotech=2"
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materials = list(MAT_GLASS=500)
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var/obj/item/weapon/implant/imp = null
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New()
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..()
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update()
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proc
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update()
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@@ -16,8 +23,10 @@
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update()
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if (src.imp)
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src.icon_state = text("implantcase-[]", src.imp._color)
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src.origin_tech = src.imp.origin_tech
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else
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src.icon_state = "implantcase-0"
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src.origin_tech = initial(src.origin_tech)
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return
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@@ -148,4 +157,15 @@
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New()
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src.imp = new /obj/item/weapon/implant/freedom( src )
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..()
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return
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/obj/item/weapon/implantcase/adrenaline
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name = "Glass Case- 'Adrenaline'"
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desc = "A glass case containing an adrenaline implant."
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-b"
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New()
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src.imp = new /obj/item/weapon/implant/adrenalin( src )
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..()
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return
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@@ -6,16 +6,23 @@
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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origin_tech = "materials=1;biotech=3;programming=2"
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var/obj/item/weapon/implant/imp = null
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/obj/item/weapon/implanter/New()
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..()
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update()
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/obj/item/weapon/implanter/proc/update()
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/obj/item/weapon/implanter/update()
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if (src.imp)
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src.icon_state = "implanter1"
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src.origin_tech = src.imp.origin_tech
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else
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src.icon_state = "implanter0"
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src.origin_tech = initial(src.origin_tech)
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return
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@@ -5,12 +5,12 @@
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desc = "Use this to escape from those evil Red Shirts."
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_color = "r"
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var/activation_emote = "chuckle"
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var/uses = 1.0
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origin_tech = "materials=2;magnets=3;biotech=3;syndicate=4"
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var/uses = 4
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New()
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src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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src.uses = rand(1, 5)
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..()
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return
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@@ -1,6 +1,7 @@
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/obj/item/weapon/implant/uplink
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name = "uplink"
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desc = "Summon things."
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origin_tech = "materials=2;magnets=4;programming=4;biotech=4;syndicate=8;bluespace=5"
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var/activation_emote = "chuckle"
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/obj/item/weapon/implant/uplink/New()
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