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@@ -7,16 +7,29 @@
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item_flags = SURGICAL_TOOL
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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tool_behaviour = TOOL_RETRACTOR
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toolspeed = 1
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/obj/item/retractor/adv
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name = "Advanced Retractor"
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desc = "A high-class, premium retractor, featuring precision crafted, silver-plated hook-ends and an electrum handle."
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/obj/item/retractor/advanced
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name = "mechanical pinches"
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desc = "An agglomerate of rods and gears."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "retractor"
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materials = list(MAT_METAL=6000, MAT_GLASS=3000)
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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toolspeed = 0.65
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icon_state = "retractor_a"
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toolspeed = 0.7
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/obj/item/retractor/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_RETRACTOR)
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tool_behaviour = TOOL_HEMOSTAT
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to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in hemostat mode.</span>")
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icon_state = "hemostat_a"
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else
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tool_behaviour = TOOL_RETRACTOR
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to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in retractor mode.</span>")
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icon_state = "retractor_a"
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/obj/item/retractor/advanced/examine()
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. += " It resembles a retractor[tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]."
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/obj/item/retractor/augment
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name = "retractor"
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@@ -38,17 +51,8 @@
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("attacked", "pinched")
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/obj/item/hemostat/adv
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name = "Advanced Hemostat"
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desc = "An exceptionally fine pair of arterial forceps. These appear to be plated in electrum and feel soft to the touch."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "hemostat"
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materials = list(MAT_METAL=5000, MAT_GLASS=2500)
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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toolspeed = 0.65
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attack_verb = list("attacked", "pinched")
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tool_behaviour = TOOL_HEMOSTAT
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toolspeed = 1
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/obj/item/hemostat/augment
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name = "hemostat"
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@@ -72,17 +76,8 @@
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("burnt")
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/obj/item/cautery/adv
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name = "Electrocautery"
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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!"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "cautery"
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materials = list(MAT_METAL=2500, MAT_GLASS=750)
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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toolspeed = 0.5
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attack_verb = list("burnt")
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tool_behaviour = TOOL_CAUTERY
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toolspeed = 1
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/obj/item/cautery/augment
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name = "cautery"
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@@ -110,22 +105,33 @@
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("drilled")
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tool_behaviour = TOOL_DRILL
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toolspeed = 1
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/obj/item/surgicaldrill/adv
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name = "Surgical Autodrill"
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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."
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/obj/item/surgicaldrill/advanced
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name = "searing tool"
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desc = "It projects a high power laser used for medical application."
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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/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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flags_1 = CONDUCT_1
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force = 13 //Damions are not ment for flesh cutting!
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.65
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attack_verb = list("drilled")
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sharpness = IS_SHARP_ACCURATE // Were making them use a damion for this...
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icon_state = "surgicaldrill_a"
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hitsound = 'sound/items/welder.ogg'
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/obj/item/surgicaldrill/advanced/Initialize()
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. = ..()
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set_light(1)
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/obj/item/surgicaldrill/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/weapons/tap.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_DRILL)
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tool_behaviour = TOOL_CAUTERY
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to_chat(user, "<span class='notice'>You focus the lenses of [src], it is now in mending mode.</span>")
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icon_state = "cautery_a"
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else
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tool_behaviour = TOOL_DRILL
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to_chat(user, "<span class='notice'>You dilate the lenses of [src], it is now in drilling mode.</span>")
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icon_state = "surgicaldrill_a"
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/obj/item/surgicaldrill/advanced/examine()
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. += " It's set to [tool_behaviour == TOOL_DRILL ? "drilling" : "mending"] mode."
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/obj/item/surgicaldrill/augment
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name = "surgical drill"
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@@ -159,30 +165,46 @@
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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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sharpness = IS_SHARP_ACCURATE
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tool_behaviour = TOOL_SCALPEL
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toolspeed = 1
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/obj/item/scalpel/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0)
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/obj/item/scalpel/adv
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name = "Precision Scalpel"
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desc = "A perfectly balanced electrum scalpel with a silicon-coated edge to eliminate wear and tear."
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/obj/item/scalpel/advanced
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name = "laser scalpel"
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desc = "An advanced scalpel which uses laser technology to cut."
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icon = 'icons/obj/surgery.dmi'
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icon_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_1 = CONDUCT_1
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force = 8
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w_class = WEIGHT_CLASS_TINY
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throwforce = 7
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throw_speed = 3
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throw_range = 6
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materials = list(MAT_METAL=4000, MAT_GLASS=1000)
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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toolspeed = 0.65
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hitsound = 'sound/weapons/bladeslice.ogg'
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icon_state = "scalpel_a"
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hitsound = 'sound/weapons/blade1.ogg'
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force = 16
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toolspeed = 0.7
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light_color = LIGHT_COLOR_GREEN
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sharpness = IS_SHARP_ACCURATE
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/obj/item/scalpel/advanced/Initialize()
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. = ..()
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set_light(1)
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/obj/item/scalpel/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/machines/click.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_SCALPEL)
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tool_behaviour = TOOL_SAW
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to_chat(user, "<span class='notice'>You increase the power of [src], now it can cut bones.</span>")
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set_light(2)
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force += 1 //we don't want to ruin sharpened stuff
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icon_state = "saw_a"
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else
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tool_behaviour = TOOL_SCALPEL
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to_chat(user, "<span class='notice'>You lower the power of [src], it can no longer cut bones.</span>")
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set_light(1)
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force -= 1
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icon_state = "scalpel_a"
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/obj/item/scalpel/advanced/examine()
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. += " It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode."
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/obj/item/scalpel/augment
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name = "scalpel"
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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@@ -224,30 +246,13 @@
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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sharpness = IS_SHARP
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tool_behaviour = TOOL_SAW
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toolspeed = 1
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/obj/item/circular_saw/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //saws are very accurate and fast at butchering
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/obj/item/circular_saw/adv
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name = "Diamond-Grit Circular Saw"
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desc = "For those Assistants with REALLY thick skulls."
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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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throwhitsound = 'sound/weapons/pierce.ogg'
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flags_1 = CONDUCT_1
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force = 13
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 6
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throw_speed = 1
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throw_range = 3
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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toolspeed = 0.65
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sharpness = IS_SHARP
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/obj/item/circular_saw/augment
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name = "circular saw"
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@@ -332,7 +337,7 @@
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icon_state = "spectrometer"
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item_flags = NOBLUDGEON
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var/list/advanced_surgeries = list()
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/obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity)
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. = ..()
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if(!proximity)
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