one commit wonder

This commit is contained in:
lolman360
2019-10-08 19:46:28 +11:00
parent 7dada70447
commit 04521551f0
33 changed files with 147 additions and 123 deletions
+85 -80
View File
@@ -7,16 +7,29 @@
item_flags = SURGICAL_TOOL
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
tool_behaviour = TOOL_RETRACTOR
toolspeed = 1
/obj/item/retractor/adv
name = "Advanced Retractor"
desc = "A high-class, premium retractor, featuring precision crafted, silver-plated hook-ends and an electrum handle."
/obj/item/retractor/advanced
name = "mechanical pinches"
desc = "An agglomerate of rods and gears."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
materials = list(MAT_METAL=6000, MAT_GLASS=3000)
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.65
icon_state = "retractor_a"
toolspeed = 0.7
/obj/item/retractor/advanced/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, TRUE)
if(tool_behaviour == TOOL_RETRACTOR)
tool_behaviour = TOOL_HEMOSTAT
to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in hemostat mode.</span>")
icon_state = "hemostat_a"
else
tool_behaviour = TOOL_RETRACTOR
to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in retractor mode.</span>")
icon_state = "retractor_a"
/obj/item/retractor/advanced/examine()
. += " It resembles a retractor[tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]."
/obj/item/retractor/augment
name = "retractor"
@@ -38,17 +51,8 @@
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("attacked", "pinched")
/obj/item/hemostat/adv
name = "Advanced Hemostat"
desc = "An exceptionally fine pair of arterial forceps. These appear to be plated in electrum and feel soft to the touch."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
materials = list(MAT_METAL=5000, MAT_GLASS=2500)
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.65
attack_verb = list("attacked", "pinched")
tool_behaviour = TOOL_HEMOSTAT
toolspeed = 1
/obj/item/hemostat/augment
name = "hemostat"
@@ -72,17 +76,8 @@
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("burnt")
/obj/item/cautery/adv
name = "Electrocautery"
desc = "A high-tech unipolar Electrocauter. This tiny device contains an extremely powerful microbattery that uses arcs of electricity to painlessly sear wounds shut. It seems to recharge with the user's body-heat. Wow!"
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
materials = list(MAT_METAL=2500, MAT_GLASS=750)
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.5
attack_verb = list("burnt")
tool_behaviour = TOOL_CAUTERY
toolspeed = 1
/obj/item/cautery/augment
name = "cautery"
@@ -110,22 +105,33 @@
force = 15
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("drilled")
tool_behaviour = TOOL_DRILL
toolspeed = 1
/obj/item/surgicaldrill/adv
name = "Surgical Autodrill"
desc = "With a diamond tip and built-in depth and safety sensors, this drill alerts the user before overpenetrating a patient's skull or tooth. There also appears to be a disable switch."
/obj/item/surgicaldrill/advanced
name = "searing tool"
desc = "It projects a high power laser used for medical application."
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
flags_1 = CONDUCT_1
force = 13 //Damions are not ment for flesh cutting!
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.65
attack_verb = list("drilled")
sharpness = IS_SHARP_ACCURATE // Were making them use a damion for this...
icon_state = "surgicaldrill_a"
hitsound = 'sound/items/welder.ogg'
/obj/item/surgicaldrill/advanced/Initialize()
. = ..()
set_light(1)
/obj/item/surgicaldrill/advanced/attack_self(mob/user)
playsound(get_turf(user), 'sound/weapons/tap.ogg', 50, TRUE)
if(tool_behaviour == TOOL_DRILL)
tool_behaviour = TOOL_CAUTERY
to_chat(user, "<span class='notice'>You focus the lenses of [src], it is now in mending mode.</span>")
icon_state = "cautery_a"
else
tool_behaviour = TOOL_DRILL
to_chat(user, "<span class='notice'>You dilate the lenses of [src], it is now in drilling mode.</span>")
icon_state = "surgicaldrill_a"
/obj/item/surgicaldrill/advanced/examine()
. += " It's set to [tool_behaviour == TOOL_DRILL ? "drilling" : "mending"] mode."
/obj/item/surgicaldrill/augment
name = "surgical drill"
@@ -159,30 +165,46 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP_ACCURATE
tool_behaviour = TOOL_SCALPEL
toolspeed = 1
/obj/item/scalpel/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0)
/obj/item/scalpel/adv
name = "Precision Scalpel"
desc = "A perfectly balanced electrum scalpel with a silicon-coated edge to eliminate wear and tear."
/obj/item/scalpel/advanced
name = "laser scalpel"
desc = "An advanced scalpel which uses laser technology to cut."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
flags_1 = CONDUCT_1
force = 8
w_class = WEIGHT_CLASS_TINY
throwforce = 7
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=4000, MAT_GLASS=1000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
toolspeed = 0.65
hitsound = 'sound/weapons/bladeslice.ogg'
icon_state = "scalpel_a"
hitsound = 'sound/weapons/blade1.ogg'
force = 16
toolspeed = 0.7
light_color = LIGHT_COLOR_GREEN
sharpness = IS_SHARP_ACCURATE
/obj/item/scalpel/advanced/Initialize()
. = ..()
set_light(1)
/obj/item/scalpel/advanced/attack_self(mob/user)
playsound(get_turf(user), 'sound/machines/click.ogg', 50, TRUE)
if(tool_behaviour == TOOL_SCALPEL)
tool_behaviour = TOOL_SAW
to_chat(user, "<span class='notice'>You increase the power of [src], now it can cut bones.</span>")
set_light(2)
force += 1 //we don't want to ruin sharpened stuff
icon_state = "saw_a"
else
tool_behaviour = TOOL_SCALPEL
to_chat(user, "<span class='notice'>You lower the power of [src], it can no longer cut bones.</span>")
set_light(1)
force -= 1
icon_state = "scalpel_a"
/obj/item/scalpel/advanced/examine()
. += " It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode."
/obj/item/scalpel/augment
name = "scalpel"
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
@@ -224,30 +246,13 @@
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharpness = IS_SHARP
tool_behaviour = TOOL_SAW
toolspeed = 1
/obj/item/circular_saw/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //saws are very accurate and fast at butchering
/obj/item/circular_saw/adv
name = "Diamond-Grit Circular Saw"
desc = "For those Assistants with REALLY thick skulls."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
throwhitsound = 'sound/weapons/pierce.ogg'
flags_1 = CONDUCT_1
force = 13
w_class = WEIGHT_CLASS_NORMAL
throwforce = 6
throw_speed = 1
throw_range = 3
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
toolspeed = 0.65
sharpness = IS_SHARP
/obj/item/circular_saw/augment
name = "circular saw"
@@ -332,7 +337,7 @@
icon_state = "spectrometer"
item_flags = NOBLUDGEON
var/list/advanced_surgeries = list()
/obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity)
. = ..()
if(!proximity)