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@@ -25,9 +25,18 @@
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var/list/mats_per_unit //list that tells you how much is in a single unit.
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///Datum material type that this stack is made of
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var/material_type
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max_integrity = 100
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//NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM - these amounts will be multiplied by the stack size in on_grind()
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var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack)
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// The following are all for medical treatment, they're here instead of /stack/medical because sticky tape can be used as a makeshift bandage or splint
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/// If set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)
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var/splint_factor
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/// How much blood flow this stack can absorb if used as a bandage on a cut wound, note that absorption is how much we lower the flow rate, not the raw amount of blood we suck up
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var/absorption_capacity
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/// How quickly we lower the blood flow on a cut wound we're bandaging. Expected lifetime of this bandage in ticks is thus absorption_capacity/absorption_rate, or until the cut heals, whichever comes first
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var/absorption_rate
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/obj/item/stack/on_grind()
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for(var/i in 1 to grind_results.len) //This should only call if it's ground, so no need to check if grind_results exists
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grind_results[grind_results[i]] *= get_amount() //Gets the key at position i, then the reagent amount of that key, then multiplies it by stack size
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@@ -7,10 +7,13 @@
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icon = 'icons/obj/tapes.dmi'
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icon_state = "tape_w"
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var/prefix = "sticky"
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w_class = WEIGHT_CLASS_TINY
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full_w_class = WEIGHT_CLASS_TINY
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item_flags = NOBLUDGEON
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amount = 5
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max_amount = 5
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resistance_flags = FLAMMABLE
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splint_factor = 0.8
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var/list/conferred_embed = EMBED_HARMLESS
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var/overwrite_existing = FALSE
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@@ -53,6 +56,7 @@
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icon_state = "tape_y"
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prefix = "super sticky"
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conferred_embed = EMBED_HARMLESS_SUPERIOR
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splint_factor = 0.6
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/obj/item/stack/sticky_tape/pointy
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name = "pointy tape"
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@@ -68,4 +72,14 @@
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desc = "You didn't know tape could look so sinister. Welcome to Space Station 13."
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icon_state = "tape_spikes"
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prefix = "super pointy"
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conferred_embed = EMBED_POINTY_SUPERIOR
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conferred_embed = EMBED_POINTY_SUPERIOR
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/obj/item/stack/sticky_tape/surgical
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name = "surgical tape"
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singular_name = "surgical tape"
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desc = "Made for patching broken bones back together alongside bone gel, not for playing pranks."
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//icon_state = "tape_spikes"
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prefix = "surgical"
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conferred_embed = list("embed_chance" = 30, "pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE)
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splint_factor = 0.4
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custom_price = 500
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@@ -369,6 +369,7 @@
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new /obj/item/circular_saw(src)
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new /obj/item/surgicaldrill(src)
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new /obj/item/cautery(src)
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new /obj/item/bonesetter(src)
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new /obj/item/surgical_drapes(src)
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new /obj/item/clothing/mask/surgical(src)
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new /obj/item/reagent_containers/medspray/sterilizine(src)
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@@ -391,6 +392,7 @@
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new /obj/item/circular_saw(src)
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new /obj/item/surgicaldrill(src)
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new /obj/item/cautery(src)
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new /obj/item/bonesetter(src)
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new /obj/item/surgical_drapes(src)
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new /obj/item/clothing/mask/surgical(src)
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new /obj/item/reagent_containers/medspray/sterilizine(src)
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@@ -485,6 +487,7 @@
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new /obj/item/circular_saw(src)
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new /obj/item/surgicaldrill(src)
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new /obj/item/cautery(src)
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new /obj/item/bonesetter(src)
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new /obj/item/surgical_drapes(src)
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new /obj/item/clothing/suit/straight_jacket(src)
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new /obj/item/clothing/mask/muzzle(src)
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@@ -162,6 +162,7 @@
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/obj/item/surgical_drapes, //for true paramedics
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/obj/item/scalpel,
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/obj/item/circular_saw,
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/obj/item/bonesetter,
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/obj/item/surgicaldrill,
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/obj/item/retractor,
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/obj/item/cautery,
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@@ -181,7 +182,8 @@
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/obj/item/implant,
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/obj/item/implanter,
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/obj/item/pinpointer/crew,
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/obj/item/reagent_containers/chem_pack
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/obj/item/reagent_containers/chem_pack,
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/obj/item/stack/sticky_tape //surgical tape
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))
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/obj/item/storage/belt/medical/surgery_belt_adv
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@@ -811,4 +813,3 @@
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attack_verb = list("bashed", "slashes", "prods", "pokes")
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fitting_swords = list(/obj/item/melee/rapier)
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starting_sword = /obj/item/melee/rapier
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@@ -41,9 +41,26 @@
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new /obj/item/stack/medical/suture(src)
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new /obj/item/stack/medical/mesh(src)
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new /obj/item/stack/medical/mesh(src)
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new /obj/item/reagent_containers/hypospray/medipen(src)
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new /obj/item/reagent_containers/hypospray/medipen/ekit(src)
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new /obj/item/healthanalyzer(src)
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/obj/item/storage/firstaid/emergency
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icon_state = "medbriefcase"
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name = "emergency first-aid kit"
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desc = "A very simple first aid kit meant to secure and stabilize serious wounds for later treatment."
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/obj/item/storage/firstaid/emergency/PopulateContents()
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if(empty)
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return
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var/static/items_inside = list(
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/obj/item/healthanalyzer/wound = 1,
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/obj/item/stack/medical/gauze = 1,
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/obj/item/stack/medical/suture/emergency = 1,
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/obj/item/stack/medical/ointment = 1,
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/obj/item/reagent_containers/hypospray/medipen/ekit = 2,
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/obj/item/storage/pill_bottle/iron = 1)
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generate_items_inside(items_inside,src)
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/obj/item/storage/firstaid/ancient
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icon_state = "firstaid"
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desc = "A first aid kit with the ability to heal common types of injuries."
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@@ -416,6 +433,7 @@
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/obj/item/retractor,
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/obj/item/cautery,
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/obj/item/surgical_drapes,
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/obj/item/bonesetter,
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/obj/item/autosurgeon,
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/obj/item/organ,
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/obj/item/implant,
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@@ -20,6 +20,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
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var/has_latches = TRUE
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var/can_rubberify = TRUE
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rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //very protecc too
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wound_bonus = 5
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/obj/item/storage/toolbox/greyscale
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icon_state = "toolbox_default"
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@@ -574,6 +574,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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force = 10
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wound_bonus = -10
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throwforce = 12
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attack_verb = list("beat", "smacked")
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custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 3.5)
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@@ -626,7 +627,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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homerun_ready = 0
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return
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else if(!target.anchored)
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target.throw_at(throw_target, rand(1,2), 7, user)
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var/whack_speed = (prob(60) ? 1 : 4)
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target.throw_at(throw_target, rand(1, 2), whack_speed, user) // sorry friends, 7 speed batting caused wounds to absolutely delete whoever you knocked your target into (and said target)
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/obj/item/melee/baseball_bat/ablative
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name = "metal baseball bat"
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