Merge pull request #1964 from Fox-McCloud/rnd-update

R&D Update: Implants and Autolathes
This commit is contained in:
TheDZD
2015-09-07 17:20:44 -04:00
10 changed files with 130 additions and 5 deletions
@@ -4,6 +4,7 @@
name = "implant"
icon = 'icons/obj/device.dmi'
icon_state = "implant"
origin_tech = "materials=2;biotech=3;programming=2"
var/implanted = null
var/mob/living/imp_in = null
var/obj/item/organ/external/part = null
@@ -52,6 +53,7 @@
/obj/item/weapon/implant/tracking
name = "tracking"
desc = "Track with this."
origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
var/id = 1.0
@@ -92,6 +94,7 @@ Implant Specifics:<BR>"}
/obj/item/weapon/implant/dexplosive
name = "explosive"
desc = "And boom goes the weasel."
origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
icon_state = "implant_evil"
get_data()
@@ -127,6 +130,7 @@ Implant Specifics:<BR>"}
/obj/item/weapon/implant/explosive
name = "explosive implant"
desc = "A military grade micro bio-explosive. Highly dangerous."
origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
var/elevel = "Localized Limb"
var/phrase = "supercalifragilisticexpialidocious"
icon_state = "implant_evil"
@@ -252,6 +256,7 @@ Implant Specifics:<BR>"}
/obj/item/weapon/implant/chem
name = "chem"
desc = "Injects things."
origin_tech = "materials=3;biotech=4"
allow_reagents = 1
get_data()
@@ -316,6 +321,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
/obj/item/weapon/implant/loyalty
name = "loyalty"
desc = "Makes you loyal or such."
origin_tech = "materials=2;biotech=4;programming=4"
get_data()
var/dat = {"
@@ -406,6 +412,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
/obj/item/weapon/implant/adrenalin
name = "adrenalin"
desc = "Removes all stuns and knockdowns."
origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
var/uses = 3
get_data()
@@ -436,7 +443,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
source.reagents.add_reagent("synaptizine", 10)
source.reagents.add_reagent("omnizine", 10)
source.reagents.add_reagent("methamphetamine", 10)
source.reagents.add_reagent("stimulative_agent", 10)
return
@@ -523,6 +530,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
name = "compressed matter implant"
desc = "Based on compressed matter technology, can store a single item."
icon_state = "implant_evil"
origin_tech = "materials=2;magnets=4;bluespace=4;syndicate=4"
var/activation_emote = "sigh"
var/obj/item/scanned = null
@@ -574,7 +582,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
/obj/item/weapon/implant/emp
name = "emp implant"
desc = "Triggers an EMP."
origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
var/activation_emote = "chuckle"
var/uses = 2
@@ -8,7 +8,14 @@
throw_speed = 1
throw_range = 5
w_class = 1.0
origin_tech = "materials=1;biotech=2"
materials = list(MAT_GLASS=500)
var/obj/item/weapon/implant/imp = null
New()
..()
update()
proc
update()
@@ -16,8 +23,10 @@
update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp._color)
src.origin_tech = src.imp.origin_tech
else
src.icon_state = "implantcase-0"
src.origin_tech = initial(src.origin_tech)
return
@@ -148,4 +157,15 @@
New()
src.imp = new /obj/item/weapon/implant/freedom( src )
..()
return
/obj/item/weapon/implantcase/adrenaline
name = "Glass Case- 'Adrenaline'"
desc = "A glass case containing an adrenaline implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-b"
New()
src.imp = new /obj/item/weapon/implant/adrenalin( src )
..()
return
@@ -6,16 +6,23 @@
throw_speed = 1
throw_range = 5
w_class = 2.0
origin_tech = "materials=1;biotech=3;programming=2"
var/obj/item/weapon/implant/imp = null
/obj/item/weapon/implanter/New()
..()
update()
/obj/item/weapon/implanter/proc/update()
/obj/item/weapon/implanter/update()
if (src.imp)
src.icon_state = "implanter1"
src.origin_tech = src.imp.origin_tech
else
src.icon_state = "implanter0"
src.origin_tech = initial(src.origin_tech)
return
@@ -5,12 +5,12 @@
desc = "Use this to escape from those evil Red Shirts."
_color = "r"
var/activation_emote = "chuckle"
var/uses = 1.0
origin_tech = "materials=2;magnets=3;biotech=3;syndicate=4"
var/uses = 4
New()
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
src.uses = rand(1, 5)
..()
return
@@ -1,6 +1,7 @@
/obj/item/weapon/implant/uplink
name = "uplink"
desc = "Summon things."
origin_tech = "materials=2;magnets=4;programming=4;biotech=4;syndicate=8;bluespace=5"
var/activation_emote = "chuckle"
/obj/item/weapon/implant/uplink/New()
+29
View File
@@ -825,6 +825,35 @@ datum/reagent/stimulants/reagent_deleted(var/mob/living/M as mob)
..()
return
/datum/reagent/medicine/stimulative_agent
name = "Stimulative Agent"
id = "stimulative_agent"
description = "An illegal compound that dramatically enhances the body's performance and healing capabilities."
color = "#C8A5DC"
metabolization_rate = 0.5 * REAGENTS_METABOLISM
overdose_threshold = 60
/datum/reagent/medicine/stimulative_agent/on_mob_life(mob/living/M)
M.status_flags |= GOTTAGOFAST
if(M.health < 50 && M.health > 0)
M.adjustOxyLoss(-1*REM)
M.adjustToxLoss(-1*REM)
M.adjustBruteLoss(-1*REM)
M.adjustFireLoss(-1*REM)
M.AdjustParalysis(-3)
M.AdjustStunned(-3)
M.AdjustWeakened(-3)
M.adjustStaminaLoss(-5*REM)
..()
/datum/reagent/medicine/stimulative_agent/overdose_process(mob/living/M)
if(prob(33))
M.adjustStaminaLoss(2.5*REM)
M.adjustToxLoss(1*REM)
M.losebreath++
..()
return
datum/reagent/insulin
name = "Insulin"
id = "insulin"
@@ -96,7 +96,7 @@ datum/reagents/proc/check_ignoreslow(var/mob/M)
datum/reagents/proc/check_gofast(var/mob/M)
if(istype(M, /mob))
if(M.reagents.has_reagent("unholywater")||M.reagents.has_reagent("nuka_cola"))
if(M.reagents.has_reagent("unholywater")||M.reagents.has_reagent("nuka_cola")||M.reagents.has_reagent("stimulative_agent"))
return 1
else
M.status_flags &= ~GOTTAGOFAST
@@ -546,3 +546,19 @@
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun
category = list("hacked", "Security")
/datum/design/desttagger
name = "Destination tagger"
id = "desttagger"
build_type = AUTOLATHE
materials = list(MAT_METAL = 250, MAT_GLASS = 125)
build_path = /obj/item/device/destTagger
category = list("initial", "Electronics")
/datum/design/handlabeler
name = "Hand labeler"
id = "handlabel"
build_type = AUTOLATHE
materials = list(MAT_METAL = 150, MAT_GLASS = 125)
build_path = /obj/item/weapon/hand_labeler
category = list("initial", "Electronics")
@@ -204,4 +204,48 @@
build_type = PROTOLATHE
materials = list (MAT_METAL = 12500, MAT_GLASS = 7500, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_DIAMOND = 750)
build_path = /obj/item/weapon/scalpel/manager
category = list("Medical")
/////////////////////////////////////////
////////////Regular Implants/////////////
/////////////////////////////////////////
/datum/design/implanter
name = "Implanter"
desc = "A sterile automatic implant injector."
id = "implanter"
req_tech = list("materials" = 1, "programming" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list(MAT_METAL = 600, MAT_GLASS = 200)
build_path = /obj/item/weapon/implanter
category = list("Medical")
/datum/design/implantcase
name = "Implant Case"
desc = "A glass case containing an implant."
id = "implantcase"
req_tech = list("materials" = 1, "biotech" = 2)
build_type = PROTOLATHE
materials = list(MAT_GLASS = 500)
build_path = /obj/item/weapon/implantcase
category = list("Medical")
/datum/design/implant_freedom
name = "Freedom Implant Case"
desc = "A glass case containing an implant."
id = "implant_freedom"
req_tech = list("materials" = 2, "biotech" = 3, "magnets" = 3, "syndicate" = 5)
build_type = PROTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 500, MAT_GOLD = 250)
build_path = /obj/item/weapon/implantcase/freedom
category = list("Medical")
/datum/design/implant_adrenalin
name = "Adrenalin Implant Case"
desc = "A glass case containing an implant."
id = "implant_adrenalin"
req_tech = list("materials" = 2, "biotech" = 5, "combat" = 3, "syndicate" = 6)
build_type = PROTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 500, MAT_GOLD = 500, MAT_URANIUM = 100, MAT_DIAMOND = 200)
build_path = /obj/item/weapon/implantcase/adrenaline
category = list("Medical")
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