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## LTS Document Check this document before making any significant future changes to blood worms, please. https://hackmd.io/@RikuTheKiller/H1AHQSKNZx ## About The Pull Request THIS PR SHOULD ABSOLUTELY BE TM'D FIRST Blood worms are a new progression antag. When the event runs, 2 candidates are picked from ghosts and spawned in as blood worm hatchlings, which then have to grow up, do a couple objectives and take over the station. Hatchlings are weak outside of a host, while juveniles can stand their own reasonably well. Adults have high offensive power and can only be dealt with using the right gear or a lot of luck and robustness. They're meant to be a moment of glory for achieving maximum progression and they can bootstrap the next hatchlings by gathering corpses before cocooning. Each growth stage requires 30 seconds in a cocoon, which can only be created after consuming a lot of blood. There's a falloff curve on a per-blood-type basis, meaning you can't drain the same person over and over again to reach adulthood. The medbay freezer is a priority target for the blood worms and can get one of them to the juvenile stage if fully ransacked. It takes 500 blood to mature from hatchling to juvenile, and 1500 blood to mature from juvenile to adult. You can only get up to 1000 blood from synthetic sources like monkeys, and consuming synthetic blood is 30% less efficient. Blood worms can also examine living targets to see how much blood a target has, and how much growth the blood worm would gain for consuming that blood. Blood worms spawn in vents and have night vision for maneuvering in maintenance. Hatchlings can ventcrawl, while juveniles can move around by breaking things. Optionally, you can take over a host with a lot of access like the Captain to go basically anywhere, especially if nobody knows you killed the captain. Behind the scenes, host-taking kicks the host's original mind to a backseat mob. This needs the most testing in practice, but it's confirmed that it returns the host's mind back to their body, at least in testing. All mob, ability and action sprites are made by INFRARED_BARON. Legal rights were transferred to me after I paid for the commission. Note, I've been working on this massive PR for quite a while, so documenting every small change is really hard! Apologies for anything I've missed. There's a lot. Final note, admins can spawn these by either: A. Trigger the midround event via the dynamic-panel verb, under the Rulesets tab. B. Giving someone the Blood Worm antag datum via the Traitor Panel in the Player Panel for the target player. This will transform their mob into a valid Blood Worm, with all of the associated objectives and such. ### Active Abilities 1. Leech Blood (No Host) - Lets the blood worm drain blood from living targets and reagent containers. Uses an aggressive grab to restrain living targets until leeching is over, which takes around a second to initiate. Causes oxyloss during the leeching. NPC monkeys can't escape from this and it floors targets as well. 2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire ranged corrosive blood spit at targets, melt restraints on their hosts by right-clicking, and as an adult, shoot a burst of blood spit at a target by right-clicking. Note of the right-click abilities, shooting bursts can't be done while in a host. (to avoid unfair stealth kills) Shooting a burst has a much longer cooldown than shooting normally. All spit types cost blood to use. 3. Invade Corpse (No Host) - Lets the blood worm take a host for themselves, consuming all of the host's blood and in essence, "becoming" the host. Any bloodloss inflicted on the host is taken as damage to the blood worm, and the blood worm retains its weakness to fire even in this state. Burn damage itself no longer has any extra damage, though. 4. Leave Host (Host) - Title, literally just leaves the host after a delay. Notably works even while the host is moving, dead, incapacitated or otherwise fucked up in any way, shape or form. 5. Inject Blood (Host) - Lets the blood worm heal its host. The potency of this increases as the worm grows up, but so does the cooldown and blood consumption. This works on organ damage, injuries, etc. 6. Mature (No Host) - Makes the blood worm enter a cocoon for 30 seconds, emerging as the next growth stage. Requires an increasing amount of consumed blood / growth as the blood worm uses it. 7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon for 30 seconds, with 4 hatchlings emerging out of it, including the original blood worm, now reverted back into a hatchling as well. 8. Revive Host (Host) - If the host is in a viable state to be revived, revives them after an animation sequence plays out. ### Passive Abilities 1. Space Immunity - Blood worms are immune to the cold, low pressures and a lack of oxygen. Only the immunity to a lack of oxygen carries on to hosts from this. 2. Organ Insertion - Blood worms can insert organs into their hosts by right-clicking on them with the organ in-hand. This mainly exists to deal with hosts that lack organs, and avoids the gotcha where an adult blood worm ends up gutting their host by hitting them too hard, as they can simply fix it on the spot. 3. Life Support - Blood worm hosts don't need a heart, lungs or a liver to survive. Lungs are useful for speaking, and a liver is necessary to process reagents. 4. Regeneration - Blood worms slowly heal over time. This is nowhere near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult. 5. Night Vision - Blood worms can see in the dark. This doesn't extend to hosts. 6. Ventcrawling - Hatchling blood worms can ventcrawl. 7. Doorcrawling - Hatchling and juvenile blood worms can slide under doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a juvenile. 8. HUD - Blood worms can tell how much blood targets have at a glance, via a blood HUD bar exclusive to them. They can also tell apart other blood worm hosts from normal people via an antag HUD. There's also an examine message they can use on living targets for even more info. ### Weaknesses 1. Heat and Fire - Blood worms quickly die to heat, their bodies are flammable and their blood will burn up if their host's core temperature is too high. The main counter to this is getting a host with flame-resistant gear. 2. Bleeding - While in a host, bleeding wounds will directly damage the blood worm itself. How much a host needs to bleed before the worm dies depends on their growth stage. Blood worm hosts keep bleeding even while dead, so just keep hitting them and they'll die. Blood worms automatically leave their hosts when they hit 10% health or lower, and their hosts bleed 50% faster than normal people. 3. Stuns - Blood worms have no way of dealing with a stunned host other than getting out. They can deal with any restraints by melting them, though. 4. Testing - Security can order a blood worm testing crate from cargo, either for a 20 minute cooldown via the security cargo interface console, or for 10000 credits via the supply console. It contains 4 single-use testers that hurt a bit when applied, but are instant to use and 100% accurate. The stopgap is that they're really fucking expensive and only work once per item. ### Screenshot <img width="280" height="132" alt="image" src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727" /> ## Why It's Good For The Game Antagonist variety, mainly. This is basically Cortical Borers 2: Electric Boogaloo. Currently, we lack any antagonists with mind control abilities. That really sucks! I've also gotten a lot of positive feedback about the antagonist while working on it. This antagonist also has great potential for roleplay, as they can take over hosts, surprise attack people by getting out of a dead corpse, talk to each other using Wormspeak, etc. I think we're also itching for variety on "pest" antagonists. Right now we just have spiders and xenos. Everybody knows these two, so why not mix it up a bit? And as for balance? Blood worms are relatively easy to dispatch when you know their weaknesses, which are extremely clear. Bleeding for hosts, fire for either one, lasers for the worms themselves. As long as you get the host in crit and keep hitting, you've pretty much won, and they can't keep spamming Inject Blood forever since they'll quickly run out of blood to use. ## Changelog 🆑 add: Added a new heavy roundstart/midround antagonist, the Blood Worm. Credit to INFRARED_BARON for the sprites! fix: Removing traits based on a source no longer causes issues with trait signals. fix: High-priority effects no longer double-trigger due to subsystem issues. fix: Weighted averaging in reagent merging code has been band-aid fixed. It's not the best, but it works. /🆑
413 lines
16 KiB
Plaintext
413 lines
16 KiB
Plaintext
/datum/supply_pack/security
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group = "Security"
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access = ACCESS_SECURITY
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crate_type = /obj/structure/closet/crate/secure/gear
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/datum/supply_pack/security/ammo
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name = "Ammo Crate"
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desc = "Contains three boxes of beanbag shotgun shells, three boxes \
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of rubbershot shotgun shells and one of each special .38 speedloaders."
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cost = CARGO_CRATE_VALUE * 8
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access_view = ACCESS_ARMORY
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contains = list(/obj/item/storage/box/beanbag = 3,
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/obj/item/storage/box/rubbershot = 3,
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/obj/item/ammo_box/speedloader/c38/trac,
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/obj/item/ammo_box/speedloader/c38/hotshot,
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/obj/item/ammo_box/speedloader/c38/iceblox,
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)
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crate_name = "ammo crate"
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/datum/supply_pack/security/armor
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name = "Armor Crate"
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desc = "Three vests of well-rounded, decently-protective armor."
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cost = CARGO_CRATE_VALUE * 3
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access_view = ACCESS_SECURITY
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contains = list(/obj/item/clothing/suit/armor/vest = 3)
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crate_name = "armor crate"
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/datum/supply_pack/security/modsuit_plating
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name = "Security MOD plating"
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desc = "A single security MOD suit plating"
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cost = CARGO_CRATE_VALUE
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access_view = ACCESS_SECURITY
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contains = list(/obj/item/mod/construction/plating/security)
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crate_name = "MOD plating crate"
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/datum/supply_pack/security/disabler
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name = "Disabler Crate"
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desc = "Three stamina-draining disabler weapons."
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cost = CARGO_CRATE_VALUE * 3
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access_view = ACCESS_SECURITY
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contains = list(/obj/item/gun/energy/disabler = 3)
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crate_name = "disabler crate"
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/datum/supply_pack/security/forensics
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name = "Forensics Crate"
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desc = "Stay hot on the criminal's heels with Nanotrasen's Detective Essentials™. \
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Contains a forensics scanner, six evidence bags, camera, special board for evidences, tape recorder, stick of chalk, \
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and of course, a fedora."
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cost = CARGO_CRATE_VALUE * 2.5
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access_view = ACCESS_MORGUE
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contains = list(/obj/item/detective_scanner,
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/obj/item/storage/box/evidence,
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/obj/item/camera,
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/obj/item/taperecorder,
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/obj/item/toy/crayon/white,
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/obj/item/clothing/head/fedora/det_hat,
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/obj/item/wallframe/detectiveboard
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)
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crate_name = "forensics crate"
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/datum/supply_pack/security/helmets
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name = "Helmets Crate"
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desc = "Contains three standard-issue brain buckets."
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cost = CARGO_CRATE_VALUE * 3
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contains = list(/obj/item/clothing/head/helmet/sec = 3)
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crate_name = "helmet crate"
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/datum/supply_pack/security/securitybarriers
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name = "Security Barrier Grenades"
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desc = "Stem the tide with four Security Barrier grenades."
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access_view = ACCESS_BRIG
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contains = list(/obj/item/grenade/barrier = 4)
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cost = CARGO_CRATE_VALUE * 2
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crate_name = "security barriers crate"
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/datum/supply_pack/security/securityclothes
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name = "Security Clothing Crate"
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desc = "Contains appropriate outfits for the station's private security force. \
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Contains outfits for the Warden, Head of Security, and two Security Officers. \
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Each outfit comes with a rank-appropriate jumpsuit, suit, and beret."
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cost = CARGO_CRATE_VALUE * 3
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access_view = ACCESS_SECURITY
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contains = list(/obj/item/clothing/under/rank/security/officer/formal = 2,
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/obj/item/clothing/suit/jacket/officer/blue = 2,
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/obj/item/clothing/head/beret/sec/navyofficer = 2,
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/obj/item/clothing/under/rank/security/warden/formal,
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/obj/item/clothing/suit/jacket/warden/blue,
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/obj/item/clothing/head/beret/sec/navywarden,
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/obj/item/clothing/under/rank/security/head_of_security/formal,
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/obj/item/clothing/suit/jacket/hos/blue,
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/obj/item/clothing/head/hats/hos/beret/navyhos,
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)
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crate_name = "security clothing crate"
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/datum/supply_pack/security/stingpack
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name = "Stingbang Grenade Pack"
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desc = "Contains five \"stingbang\" grenades, perfect for stopping \
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riots and playing morally unthinkable pranks."
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cost = CARGO_CRATE_VALUE * 5
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access_view = ACCESS_ARMORY
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contains = list(/obj/item/storage/box/stingbangs)
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crate_name = "stingbang grenade pack crate"
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/datum/supply_pack/security/supplies
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name = "Security Supplies Crate"
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desc = "Contains seven flashbangs, seven teargas grenades, six flashes, and seven handcuffs."
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cost = CARGO_CRATE_VALUE * 3.5
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access_view = ACCESS_ARMORY
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contains = list(/obj/item/storage/box/flashbangs,
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/obj/item/storage/box/teargas,
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/obj/item/storage/box/flashes,
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/obj/item/storage/box/handcuffs,
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)
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crate_name = "security supply crate"
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/datum/supply_pack/security/maintenance_kits
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name = "Gun Maintenance Kits"
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desc = "Three gun maintenance kits for the repair and maintenance of a firearm."
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access_view = ACCESS_BRIG
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contains = list(/obj/item/gun_maintenance_supplies = 3)
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cost = CARGO_CRATE_VALUE * 2
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crate_name = "gun maintenance kit crate"
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/datum/supply_pack/security/firingpins
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name = "Standard Firing Pins Crate"
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desc = "Upgrade your arsenal with 10 standard firing pins."
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cost = CARGO_CRATE_VALUE * 4
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access_view = ACCESS_ARMORY
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contains = list(/obj/item/storage/box/firingpins = 2)
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crate_name = "firing pins crate"
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/datum/supply_pack/security/firingpins/paywall
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name = "Paywall Firing Pins Crate"
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desc = "Specialized firing pins with a built-in configurable paywall."
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cost = CARGO_CRATE_VALUE * 2
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access_view = ACCESS_ARMORY
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contains = list(/obj/item/storage/box/firingpins/paywall = 2)
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crate_name = "paywall firing pins crate"
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/datum/supply_pack/security/justiceinbound
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name = "Standard Justice Enforcer Crate"
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desc = "This is it. The Bee's Knees. The Creme of the Crop. The Pick of the Litter. \
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The best of the best of the best. The Crown Jewel of Nanotrasen. \
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The Alpha and the Omega of security headwear. Guaranteed to strike fear into the hearts \
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of each and every criminal aboard the station. Also comes with a security gasmask."
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cost = CARGO_CRATE_VALUE * 6 //justice comes at a price. An expensive, noisy price.
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order_flags = ORDER_CONTRABAND
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contains = list(/obj/item/clothing/head/helmet/toggleable/justice,
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/obj/item/clothing/mask/gas/sechailer,
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)
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crate_name = "security clothing crate"
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discountable = SUPPLY_PACK_RARE_DISCOUNTABLE
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/datum/supply_pack/security/baton
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name = "Stun Batons Crate"
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desc = "Arm the Civil Protection Forces with three stun batons. Batteries included."
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cost = CARGO_CRATE_VALUE * 3
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access_view = ACCESS_SECURITY
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contains = list(/obj/item/melee/baton/security/loaded = 3)
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crate_name = "stun baton crate"
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/datum/supply_pack/security/wall_flash
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name = "Wall-Mounted Flash Crate"
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desc = "Contains four wall-mounted flashes."
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cost = CARGO_CRATE_VALUE * 2
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contains = list(/obj/item/storage/box/wall_flash = 4)
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crate_name = "wall-mounted flash crate"
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/datum/supply_pack/security/constable
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name = "Traditional Equipment Crate"
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desc = "Spare equipment found in a warehouse. Contains a constable's outfit, \
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whistle, and conversion kit."
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cost = CARGO_CRATE_VALUE * 2.2
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order_flags = ORDER_CONTRABAND
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contains = list(/obj/item/clothing/under/rank/security/constable,
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/obj/item/clothing/head/costume/constable,
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/obj/item/clothing/gloves/color/white,
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/obj/item/clothing/mask/whistle,
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/obj/item/conversion_kit,
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)
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crate_name = "traditional equipment crate"
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discountable = SUPPLY_PACK_RARE_DISCOUNTABLE
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/// Armory packs
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/datum/supply_pack/security/armory
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group = "Armory"
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access = ACCESS_ARMORY
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access_view = ACCESS_ARMORY
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crate_type = /obj/structure/closet/crate/secure/weapon
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/datum/supply_pack/security/armory/bulletarmor
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name = "Bulletproof Armor Crate"
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desc = "Contains three sets of bulletproof armor. Guaranteed to reduce a bullet's \
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stopping power by over half."
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cost = CARGO_CRATE_VALUE * 3
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contains = list(/obj/item/clothing/suit/armor/bulletproof = 3)
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crate_name = "bulletproof armor crate"
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/datum/supply_pack/security/armory/bullethelmets
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name = "Bulletproof Helmets Crate"
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desc = "Contains three bulletproof helmets."
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cost = CARGO_CRATE_VALUE * 3
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contains = list(/obj/item/clothing/head/helmet/alt = 3)
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crate_name = "bulletproof helmets crate"
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/datum/supply_pack/security/armory/chemimp
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name = "Chemical Implants Crate"
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desc = "Contains five Remote Chemical implants."
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cost = CARGO_CRATE_VALUE * 3.5
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contains = list(/obj/item/storage/box/chemimp)
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crate_name = "chemical implant crate"
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/datum/supply_pack/security/armory/ballistic
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name = "Combat Shotguns Crate"
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desc = "For when the enemy absolutely needs to be replaced with lead. \
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Contains three Aussec-designed Combat Shotguns, and three Shotgun Bandoliers."
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cost = CARGO_CRATE_VALUE * 17.5
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contains = list(/obj/item/gun/ballistic/shotgun/automatic/combat = 3,
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/obj/item/storage/belt/bandolier = 3)
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crate_name = "combat shotguns crate"
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/datum/supply_pack/security/armory/dragnet
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name = "DRAGnet Translocation Shotgun Crate"
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desc = "Contains two \"Dynamic Rapid-Apprehension of the Guilty Network\" translocation shotguns, \
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a recent breakthrough in law enforcement prisoner management technology. Includes a DRAGnet beacon."
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cost = CARGO_CRATE_VALUE * 18
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contains = list(
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/obj/item/gun/energy/e_gun/dragnet = 2,
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/obj/item/dragnet_beacon = 1
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)
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crate_name = "\improper DRAGnet crate"
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/datum/supply_pack/security/armory/energy
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name = "Energy Guns Crate"
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desc = "Contains three Energy Guns, capable of firing both nonlethal and lethal \
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blasts of light."
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cost = CARGO_CRATE_VALUE * 18
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contains = list(/obj/item/gun/energy/e_gun = 3)
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crate_name = "energy gun crate"
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crate_type = /obj/structure/closet/crate/secure/plasma
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/datum/supply_pack/security/armory/laser
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name = "Type 5 Laser Gun Crate"
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desc = "Contains three Type 5 laser guns, developed by Nanotrasen. For when the going gets tough, you get going with the \
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Type 5 Heat Delivery System. As developed by Nanotrasen."
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cost = CARGO_CRATE_VALUE * 4
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contains = list(/obj/item/gun/energy/laser = 3)
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crate_name = "\improper Type 5 laser crate"
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crate_type = /obj/structure/closet/crate/secure/plasma
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/datum/supply_pack/security/armory/laser_carbine
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name = "Type 5/R Laser Carbine Crate"
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desc = "Contains three Type 5R laser carbines, developed by Nanotrasen. Fires a rapid burst of slightly weaker laser projectiles."
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cost = CARGO_CRATE_VALUE * 9
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contains = list(/obj/item/gun/energy/laser/carbine = 3)
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crate_name = "\improper Type 5R laser carbine crate"
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crate_type = /obj/structure/closet/crate/secure/plasma
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/datum/supply_pack/security/armory/disabler_smg
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name = "Disabler SMG Crate"
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desc = "Contains three disabler SMGs, capable of rapidly firing weak disabler beams."
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cost = CARGO_CRATE_VALUE * 7
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contains = list(/obj/item/gun/energy/disabler/smg = 3)
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crate_name = "disabler smg crate"
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crate_type = /obj/structure/closet/crate/secure/plasma
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/datum/supply_pack/security/armory/battle_rifle
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name = "NT BR-38 Crate"
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desc = "An experimental energy-based ballistic battle rifle, as developed by Nanotrasen. \
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Only available to Nanotrasen stations for security purposes. DO NOT RESELL TO OUTSIDE \
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COMPANIES. Contains three NT BR-38 rifles and 6 magazines containing .38 Standard."
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cost = CARGO_CRATE_VALUE * 100
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contains = list(
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/obj/item/gun/ballistic/automatic/battle_rifle = 3,
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/obj/item/ammo_box/magazine/m38 = 6,
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)
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crate_name = "battle rifle crate"
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/datum/supply_pack/security/armory/br_mag
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name = "NT BR-38 Magazine Crate"
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desc = "Six .38 magazines, able to fit into the NT BR-38. Contains \
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two standard magazines, two Hot Shot magazines and two Iceblox magazines."
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cost = CARGO_CRATE_VALUE * 7
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contains = list(
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/obj/item/ammo_box/magazine/m38 = 2,
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/obj/item/ammo_box/magazine/m38/hotshot = 2,
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/obj/item/ammo_box/magazine/m38/iceblox =2,
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)
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crate_name = ".38 magazine crate"
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/datum/supply_pack/security/armory/exileimp
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name = "Exile Implants Crate"
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desc = "Contains five Exile implants."
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cost = CARGO_CRATE_VALUE * 3.5
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contains = list(/obj/item/storage/box/exileimp)
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crate_name = "exile implant crate"
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/datum/supply_pack/security/armory/fire
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name = "Incendiary Weapons Crate"
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desc = "Burn, baby burn. Contains three incendiary grenades, three plasma canisters, \
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and a flamethrower."
|
|
cost = CARGO_CRATE_VALUE * 7
|
|
access = ACCESS_COMMAND
|
|
contains = list(/obj/item/flamethrower/full,
|
|
/obj/item/tank/internals/plasma = 3,
|
|
/obj/item/grenade/chem_grenade/incendiary = 3,
|
|
)
|
|
crate_name = "incendiary weapons crate"
|
|
crate_type = /obj/structure/closet/crate/secure/plasma
|
|
order_flags = ORDER_DANGEROUS
|
|
|
|
/datum/supply_pack/security/armory/mindshield
|
|
name = "Mindshield Implants Crate"
|
|
desc = "Prevent against radical thoughts with three Mindshield implants."
|
|
cost = CARGO_CRATE_VALUE * 6
|
|
contains = list(/obj/item/storage/lockbox/loyalty)
|
|
crate_name = "mindshield implant crate"
|
|
|
|
/datum/supply_pack/security/armory/trackingimp
|
|
name = "Tracking Implants Crate"
|
|
desc = "Contains four tracking implants and three tracking speedloaders of tracing .38 ammo."
|
|
cost = CARGO_CRATE_VALUE * 4.5
|
|
contains = list(/obj/item/storage/box/trackimp,
|
|
/obj/item/ammo_box/speedloader/c38/trac = 3,
|
|
)
|
|
crate_name = "tracking implant crate"
|
|
|
|
/datum/supply_pack/security/armory/laserarmor
|
|
name = "Reflector Vest Crate"
|
|
desc = "Contains two vests of highly reflective material. Each armor piece \
|
|
diffuses a laser's energy by over half, as well as offering a good chance \
|
|
to reflect the laser entirely."
|
|
cost = CARGO_CRATE_VALUE * 5
|
|
contains = list(/obj/item/clothing/suit/armor/laserproof = 2)
|
|
crate_name = "reflector vest crate"
|
|
crate_type = /obj/structure/closet/crate/secure/plasma
|
|
|
|
/datum/supply_pack/security/armory/riotarmor
|
|
name = "Riot Armor Crate"
|
|
desc = "Contains three sets of heavy body armor. Advanced padding protects \
|
|
against close-ranged weaponry, making melee attacks feel only half as \
|
|
potent to the user."
|
|
cost = CARGO_CRATE_VALUE * 6
|
|
contains = list(/obj/item/clothing/suit/armor/riot = 3)
|
|
crate_name = "riot armor crate"
|
|
|
|
/datum/supply_pack/security/armory/riothelmets
|
|
name = "Riot Helmets Crate"
|
|
desc = "Contains three riot helmets."
|
|
cost = CARGO_CRATE_VALUE * 4
|
|
contains = list(/obj/item/clothing/head/helmet/toggleable/riot = 3)
|
|
crate_name = "riot helmets crate"
|
|
|
|
/datum/supply_pack/security/armory/riotshields
|
|
name = "Riot Shields Crate"
|
|
desc = "For when the greytide gets really uppity. Contains three riot shields."
|
|
cost = CARGO_CRATE_VALUE * 5
|
|
contains = list(/obj/item/shield/riot = 3)
|
|
crate_name = "riot shields crate"
|
|
|
|
/datum/supply_pack/security/armory/swat
|
|
name = "SWAT Crate"
|
|
desc = "Contains two fullbody sets of tough, fireproof suits designed in a joint \
|
|
effort by IS-ERI and Nanotrasen. Each set contains a suit, helmet, mask, combat belt, \
|
|
and gorilla gloves."
|
|
cost = CARGO_CRATE_VALUE * 7
|
|
contains = list(/obj/item/clothing/head/helmet/swat/nanotrasen = 2,
|
|
/obj/item/clothing/suit/armor/swat = 2,
|
|
/obj/item/clothing/mask/gas/sechailer/swat = 2,
|
|
/obj/item/storage/belt/military/assault = 2,
|
|
/obj/item/clothing/gloves/tackler/combat = 2,
|
|
)
|
|
crate_name = "swat crate"
|
|
|
|
/datum/supply_pack/security/armory/thermal
|
|
name = "Thermal Pistol Crate"
|
|
desc = "Contains a pair of holsters each with two experimental thermal pistols, \
|
|
using nanites as the basis for their ammo. Can be shaken to reload."
|
|
cost = CARGO_CRATE_VALUE * 10
|
|
contains = list(/obj/item/storage/belt/holster/energy/thermal = 2)
|
|
crate_name = "thermal pistol crate"
|
|
|
|
/datum/supply_pack/security/sunglasses
|
|
name = "Sunglasses Crate"
|
|
desc = "A single pair of flash-proof sunglasses."
|
|
cost = CARGO_CRATE_VALUE * 2
|
|
access_view = ACCESS_SECURITY
|
|
contains = list(/obj/item/clothing/glasses/sunglasses = 1)
|
|
crate_name = "sunglasses crate"
|
|
|
|
/datum/supply_pack/security/armory/mechthermal
|
|
name = "Heavy Thermal Guns Crate"
|
|
desc = "Contains two experimental thermal cannons for use by mechs. \
|
|
When used simultaneously, their excess power used to heat and cool the opposing weapon, \
|
|
increasing the reload speed."
|
|
cost = CARGO_CRATE_VALUE * 25
|
|
contains = list(
|
|
/obj/item/mecha_parts/mecha_equipment/weapon/energy/thermal/cryo,
|
|
/obj/item/mecha_parts/mecha_equipment/weapon/energy/thermal/inferno,
|
|
)
|
|
crate_name = "thermal cannons crate"
|
|
|
|
/datum/supply_pack/security/blood_worm_testers
|
|
name = "Hemoparasite Testing Crate"
|
|
desc = "Contains four single-use hemoparasite testing tools. \
|
|
These devices accurately report whether a patient is inhabited by a hemoparasite, such as the infamous space-faring blood worm. \
|
|
The DeForest Medical Corporation claims no liability for any mental and/or physical trauma caused to patients from the improper use of these devices."
|
|
cost = CARGO_CRATE_VALUE * 50 // These aren't meant to be bought en-masse.
|
|
access_view = ACCESS_SECURITY
|
|
contains = list(/obj/item/blood_worm_tester = 4)
|
|
crate_name = "hemoparasite testing crate"
|