Made requested changes. Also gave a use for the unused old laser scalpel sprite by giving them to the parent laser scalpel. Also gave the bone setter some recycle value.

This commit is contained in:
DrSnips
2017-10-04 02:05:17 -04:00
parent a65e113a2b
commit 84e3640d34
3 changed files with 28 additions and 13 deletions

View File

@@ -75,23 +75,27 @@
/obj/item/weapon/cautery/is_hot()
return 1
/obj/item/weapon/cautery/laser
sharpness = 1.5
/obj/item/weapon/cautery/laser //Not obtainable normally. Used for the laser scalpel parent.
name = "laser cautery"
desc = "A laser cautery"
icon_state = "cautery_T2old"
item_state = "laserscalpel2old"
sharpness_flags = HOT_EDGE
damtype = "fire"
force = 10.0
throwforce = 5.0
surgery_speed = 0.5
/obj/item/weapon/cautery/laser/tier1
name = "basic laser cautery"
desc = "A laser cautery module detached from a basic laser scalpel. You can attatch it to a laser scalpel."
desc = "A laser cautery module detached from a basic laser scalpel. You can attach it to a laser scalpel."
icon_state = "cautery_T1"
item_state = "laserscalpel1"
surgery_speed = 0.6
/obj/item/weapon/cautery/laser/tier2
name = "high-precision laser cautery"
desc = "A laser cautery module detached from a high-precision laser scalpel. You can attatch it to a laser scalpel."
desc = "A laser cautery module detached from a high-precision laser scalpel. You can attach it to a laser scalpel."
icon_state = "cautery_T2"
item_state = "laserscalpel2"
force = 15.0
@@ -150,16 +154,20 @@
return (BRUTELOSS)
/obj/item/weapon/scalpel/laser
icon_state = "stabslash"
/obj/item/weapon/scalpel/laser //Not obtainable normally. More to just be a parent to laser scalpels. Three of them were intended it seems but one was dropped so I used the middle tier sprite here.
name = "laser scalpel"
desc = "A laser scalpel."
icon_state = "scalpel_laser2old"
item_state = "laserscalpel2old"
damtype = "fire"
sharpness_flags = SHARP_TIP | SHARP_BLADE | HOT_EDGE
surgery_speed = 0.5
var/cauterymode = 0 //1 = cautery enabled
var/obj/item/weapon/scalpel/laser/held
var/obj/item/weapon/cautery/laser/held
/obj/item/weapon/scalpel/laser/New()
..()
icon_state = "scalpel"
icon_state = "scalpel_laser2old_off"
held = new /obj/item/weapon/cautery/laser(src)
/obj/item/weapon/scalpel/laser/attack_self(mob/user)
@@ -198,11 +206,16 @@
sharpness_flags = initial(sharpness_flags)
cauterymode = 0
else if(istype(used_item, /obj/item/weapon/cautery/laser))
if(!held)
to_chat(user, "<span class='notice'>You attach \the [used_item] into \the [src].</span>")
if(held)
to_chat(user, "<span class='notice'>There's already a cautery attached to \the [src].</span>")
return
if(!held && user.drop_item(used_item, src))
to_chat(user, "<span class='notice'>You attach \the [used_item] to \the [src].</span>")
playsound(get_turf(src), "sound/items/screwdriver.ogg", 10, 1)
user.drop_item(used_item, src)
src.held = used_item
else
to_chat(user, "<span class='danger'>You can't let go of \the [used_item]!</span>")
return
/obj/item/weapon/scalpel/laser/tier1
@@ -314,6 +327,9 @@
throw_speed = 3
throw_range = 5
attack_verb = list("attacks", "hits", "bludgeons")
starting_materials = list(MAT_IRON = 10000, MAT_GLASS = 5000)
w_type = RECYK_METAL
origin_tech = Tc_MATERIALS + "=1;" + Tc_BIOTECH + "=1"
//allows you to replace the bone setter in switchtools with it being a setter child rather than a bonegel child

View File

@@ -37,8 +37,7 @@
/datum/surgery_step/generic/cut_with_laser
allowed_tools = list(
/obj/item/weapon/scalpel/laser/tier2 = 100,
/obj/item/weapon/scalpel/laser/tier1 = 100,
/obj/item/weapon/scalpel/laser = 100,
/obj/item/weapon/melee/energy/sword = 5 //haha, oh god what
)

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