mirror of
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* debug outfit * slip * fix this * review * lewc review * refactors the huds to be "not shit"
277 lines
9.0 KiB
Plaintext
277 lines
9.0 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "retractor"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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materials = list(MAT_METAL=6000, MAT_GLASS=3000)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_RETRACTOR
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/obj/item/retractor/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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w_class = WEIGHT_CLASS_TINY
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toolspeed = 0.5
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/obj/item/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "hemostat"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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materials = list(MAT_METAL=5000, MAT_GLASS=2500)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_TINY
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "pinched")
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tool_behaviour = TOOL_HEMOSTAT
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/obj/item/hemostat/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "cautery"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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materials = list(MAT_METAL=2500, MAT_GLASS=750)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_TINY
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("burnt")
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tool_behaviour = TOOL_CAUTERY
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/obj/item/cautery/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/cautery/augment
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desc = "A heated element that cauterizes wounds."
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toolspeed = 0.5
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/obj/item/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 = 'icons/obj/surgery.dmi'
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icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/drill.ogg'
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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flags = CONDUCT
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force = 15.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("drilled")
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tool_behaviour = TOOL_DRILL
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/obj/item/surgicaldrill/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/surgicaldrill/suicide_act(mob/user)
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to_chat(viewers(user), pick("<span class='suicide'>[user] is pressing [src] to [user.p_their()] temple and activating it! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='suicide'>[user] is pressing [src] to [user.p_their()] chest and activating it! It looks like [user.p_theyre()] trying to commit suicide.</span>"))
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return BRUTELOSS
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/obj/item/surgicaldrill/augment
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desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens."
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hitsound = 'sound/weapons/circsawhit.ogg'
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/scalpel
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name = "scalpel"
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desc = "Cut, cut, and once more cut."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "scalpel"
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item_state = "scalpel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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flags = CONDUCT
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force = 10.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=4000, MAT_GLASS=1000)
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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tool_behaviour = TOOL_SCALPEL
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/obj/item/scalpel/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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AddComponent(/datum/component/surgery_initiator)
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/obj/item/scalpel/suicide_act(mob/user)
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to_chat(viewers(user), pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='suicide'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
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return BRUTELOSS
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/obj/item/scalpel/augment
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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toolspeed = 0.5
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/*
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* Researchable Scalpels
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*/
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/obj/item/scalpel/laser //parent type
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser."
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icon_state = "scalpel_laser1_on"
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damtype = "fire"
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hitsound = 'sound/weapons/sear.ogg'
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/obj/item/scalpel/laser/laser1 //lasers also count as catuarys
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser. This one looks basic and could be improved."
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icon_state = "scalpel_laser1_on"
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toolspeed = 0.8
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/obj/item/scalpel/laser/laser2
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser. This one looks somewhat advanced."
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icon_state = "scalpel_laser2_on"
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toolspeed = 0.6
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/obj/item/scalpel/laser/laser3
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser. This one looks to be the pinnacle of precision energy cutlery!"
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icon_state = "scalpel_laser3_on"
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toolspeed = 0.4
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/obj/item/scalpel/laser/manager //super tool! Retractor/hemostat
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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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toolspeed = 0.2
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/obj/item/scalpel/laser/manager/Initialize(mapload)
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. = ..()
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// this one can automatically retry its steps, too!
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ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/circular_saw
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name = "circular saw"
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desc = "For heavy duty cutting."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "saw"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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flags = CONDUCT
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force = 15.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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origin_tech = "biotech=1;combat=1"
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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tool_behaviour = TOOL_SAW
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/obj/item/circular_saw/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/circular_saw/augment
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desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon."
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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//misc, formerly from code/defines/weapons.dm
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/obj/item/bonegel
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name = "bone gel"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone-gel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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force = 0
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 1.0
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_BONEGEL
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/obj/item/bonegel/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/bonegel/augment
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toolspeed = 0.5
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/obj/item/FixOVein
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name = "FixOVein"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "fixovein"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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force = 0
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throwforce = 1.0
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origin_tech = "materials=1;biotech=1"
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w_class = WEIGHT_CLASS_SMALL
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tool_behaviour = TOOL_FIXOVEIN
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/obj/item/FixOVein/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/FixOVein/augment
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toolspeed = 0.5
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/obj/item/bonesetter
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name = "bone setter"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bonesetter"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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force = 8.0
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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attack_verb = list("attacked", "hit", "bludgeoned")
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_BONESET
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/obj/item/bonesetter/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/bonesetter/augment
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toolspeed = 0.5
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/obj/item/surgical_drapes
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name = "surgical drapes"
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desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "surgical_drapes"
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "biotech=1"
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attack_verb = list("slapped")
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