/obj/item/weapon name = "weapon" icon = 'weapons.dmi' /obj/item/weapon/offhand name = "Offhand" var/linked_weapon_name = "" w_class = 5.0 icon_state = "offhand" /obj/item/weapon/shield name = "shield" /obj/item/weapon/shield/riot name = "riot shield" desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder." icon = 'weapons.dmi' icon_state = "riot" flags = FPRINT | TABLEPASS| CONDUCT force = 5.0 throwforce = 5.0 throw_speed = 1 throw_range = 4 w_class = 4.0 g_amt = 7500 m_amt = 1000 origin_tech = "materials=2" /obj/item/weapon/sord name = "SORD" desc = "This thing is so unspeakably shitty you are having a hard time even holding it." icon_state = "sord" item_state = "sord" flags = FPRINT | ONBELT | TABLEPASS force = 2 throwforce = 1 w_class = 3 /obj/item/weapon/bodybag name = "body bag" desc = "Bag mixed with a bit of body." icon = 'closet.dmi' icon_state = "bodybag" flags = FPRINT | TABLEPASS| CONDUCT force = 5.0 throwforce = 5.0 throw_speed = 1 throw_range = 4 w_class = 1.0 g_amt = 7500 m_amt = 1000 origin_tech = "materials=2" /obj/item/weapon/rsf name = "Rapid-Service-Fabricator (RSF)" desc = "A device used to rapidly deploy service items." icon = 'items.dmi' icon_state = "rcd" opacity = 0 density = 0 anchored = 0.0 var/matter = 0 var/mode = 1 flags = TABLEPASS w_class = 3.0 /obj/item/weapon/rsp name = "Rapid-Seed-Producer (RSP)" desc = "A device used to rapidly deploy seeds." icon = 'items.dmi' icon_state = "rcd" opacity = 0 density = 0 anchored = 0.0 var/matter = 0 var/mode = 1 flags = TABLEPASS w_class = 3.0 /obj/item/weapon/rcd_ammo name = "Compressed matter cartridge" desc = "Highly compressed matter for the RCD." icon = 'ammo.dmi' icon_state = "rcd" item_state = "rcdammo" opacity = 0 density = 0 anchored = 0.0 origin_tech = "materials=2" m_amt = 30000 g_amt = 15000 /obj/item/weapon/spacecash name = "Space Cash" desc = "You're rich, bitch!" icon = 'items.dmi' icon_state = "spacecash" opacity = 0 density = 0 anchored = 0.0 force = 1.0 throwforce = 1.0 throw_speed = 1 throw_range = 2 w_class = 1.0 var/access = list() access = access_crate_cash /obj/item/weapon/spacecash/c10 icon_state = "spacecash10" access = access_crate_cash /obj/item/weapon/spacecash/c20 icon_state = "spacecash20" access = access_crate_cash /obj/item/weapon/spacecash/c50 icon_state = "spacecash50" access = access_crate_cash /obj/item/weapon/spacecash/c100 icon_state = "spacecash100" access = access_crate_cash /obj/item/weapon/spacecash/c200 icon_state = "spacecash200" access = access_crate_cash /obj/item/weapon/spacecash/c500 icon_state = "spacecash500" access = access_crate_cash /obj/item/weapon/spacecash/c1000 icon_state = "spacecash1000" access = access_crate_cash /* /obj/item/weapon/ammo name = "ammo" icon = 'ammo.dmi' var/amount_left = 0.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "syringe_kit" m_amt = 50000 throwforce = 2 w_class = 1.0 throw_speed = 4 throw_range = 20 origin_tech = "materials=2;combat=1" /obj/item/weapon/ammo/a357 desc = "There are 7 rounds left!" name = "ammo-357" icon_state = "357-7" amount_left = 7.0 /obj/item/weapon/ammo/a45 desc = "There are 10 rounds left!" name = "ammo-45" icon_state = "45-10" amount_left = 10.0 /obj/item/weapon/ammo/a763m desc = "There are 9 rounds left!" name = "ammo-7.63x25" icon_state = "7.63x25m-9" amount_left = 9.0 /obj/item/weapon/ammo/a9x19p desc = "There are 8 rounds left!" name = "ammo-9x19" icon_state = "9x19p-8" amount_left = 8.0 /obj/item/weapon/ammo/assaultmag desc = "There are 30 rounds left!" name = "5.56x45mm NATO" icon_state = "5.56" amount_left = 30.0 /obj/item/weapon/ammo/shell //easier to add new shell types. Like badmin laser/taser/pulse shells. desc = "Generic shell description." name = "Generic shell." icon_state = "blshell" m_amt = 9000 New() src.pixel_x = rand(-10.0, 10) src.pixel_y = rand(-10.0, 10) /obj/item/weapon/ammo/shell/beanbag desc = "A weak beanbag shell." name = "beanbag shell" icon_state = "bshell" m_amt = 10000 /obj/item/weapon/ammo/shell/gauge desc = "A 12gauge shell." name = "12 gauge shell" icon_state = "gshell" m_amt = 25000 /obj/item/weapon/ammo/shell/blank desc = "A blank shell." name = "blank shell" icon_state = "blshell" m_amt = 500 /obj/item/weapon/ammo/shell/dart desc = "A dart for use in shotguns.." name = "shotgun dart" icon_state = "blshell" //someone, draw the icon, please. m_amt = 50000 //because it's like, instakill. /obj/item/weapon/ammo/a38 desc = "A speedloader that contains 7 .38 Special rounds." name = "38-Special ammo" icon_state = "38-7" amount_left = 7.0 m_amt = 10000 */ /obj/item/device/mass_spectrometer desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample." name = "mass-spectrometer" icon_state = "spectrometer" item_state = "analyzer" w_class = 2.0 flags = FPRINT | TABLEPASS| CONDUCT | ONBELT | OPENCONTAINER throwforce = 5 throw_speed = 4 throw_range = 20 m_amt = 30 g_amt = 20 origin_tech = "magnets=2;biotech=2" var details = 0 recent_fail = 0 /obj/item/device/mass_spectrometer/adv name = "advanced mass-spectrometer" icon_state = "adv_spectrometer" details = 1 origin_tech = "magnets=4;biotech=2" /obj/item/weapon/melee/baton name = "Stun Baton" desc = "A stun baton for hitting people with." icon_state = "stunbaton" item_state = "baton" flags = FPRINT | ONBELT | TABLEPASS force = 10 throwforce = 7 w_class = 3 var/charges = 10.0 var/maximum_charges = 10.0 var/status = 0 origin_tech = "combat=2" /obj/item/weapon/melee/chainofcommand name = "Chain of Command" desc = "The Captain is first and all other heads are last." icon_state = "chainofcommand" item_state = "chainofcommand" flags = FPRINT | ONBELT | TABLEPASS force = 10 throwforce = 7 w_class = 3 var/charges = 50.0 var/maximum_charges = 50.0 var/status = 1 origin_tech = "combat=4" /obj/item/weapon/melee/energy var/active = 0 /obj/item/weapon/melee/energy/axe name = "Axe" desc = "An energised battle axe." icon_state = "axe0" force = 40.0 throwforce = 25.0 throw_speed = 1 throw_range = 5 w_class = 3.0 flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS origin_tech = "combat=3" /obj/item/weapon/melee/energy/sword var/color name = "energy sword" desc = "May the force be within you." icon_state = "sword0" force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 flags = FPRINT | TABLEPASS | NOSHIELD origin_tech = "magnets=3;syndicate=4" /obj/item/weapon/melee/energy/sword/chainsword color = "chain" New() return /obj/item/weapon/melee/energy/sword/pirate name = "energy cutlass" desc = "Arrrr matey." icon_state = "cutlass0" /obj/item/weapon/melee/energy/blade name = "energy blade" desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal." icon_state = "blade" force = 70.0//Normal attacks deal very high damage. throwforce = 1//Throwing or dropping the item deletes it. throw_speed = 1 throw_range = 1 w_class = 4.0//So you can't hide it in your pocket or some such. flags = FPRINT | TABLEPASS | NOSHIELD var/datum/effects/system/spark_spread/spark_system /obj/item/weapon/bananapeel name = "Banana Peel" desc = "A peel from a banana." icon = 'items.dmi' icon_state = "banana_peel" item_state = "banana_peel" w_class = 1.0 throwforce = 0 throw_speed = 4 throw_range = 20 /obj/item/weapon/soap name = "Soap" desc = "A cheap bar of soap. Doesn't smell." icon = 'items.dmi' icon_state = "soap" w_class = 1.0 throwforce = 0 throw_speed = 4 throw_range = 20 /obj/item/weapon/soap/nanotrasen desc = "A Nanotrasen brand bar of soap. Smells of plasma." icon_state = "soapnt" /obj/item/weapon/soap/deluxe desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms." icon_state = "soapdeluxe" /obj/item/weapon/bedsheet name = "bedsheet" desc = "Nice, linen, bedsheet. Perfect to put on." icon = 'items.dmi' icon_state = "sheet" layer = 4.0 item_state = "w_suit" throwforce = 1 w_class = 1.0 throw_speed = 2 throw_range = 10 /obj/item/weapon/bikehorn name = "Bike Horn" desc = "A horn off of a bicycle." icon = 'items.dmi' icon_state = "bike_horn" item_state = "bike_horn" throwforce = 3 w_class = 1.0 throw_speed = 3 throw_range = 15 var/spam_flag = 0 /obj/item/stack/medical name = "medical pack" singular_name = "medical pack" icon = 'items.dmi' amount = 5 max_amount = 5 w_class = 1 throw_speed = 4 throw_range = 20 var/heal_brute = 0 var/heal_burn = 0 /obj/item/stack/medical/bruise_pack name = "bruise pack" singular_name = "bruise pack" desc = "A pack designed to treat blunt-force trauma." icon_state = "brutepack" heal_brute = 60 origin_tech = "biotech=1" /obj/item/stack/medical/ointment name = "ointment" desc = "Used to treat those nasty burns." singular_name = "ointment" icon_state = "ointment" heal_burn = 40 origin_tech = "biotech=1" /obj/item/weapon/c_tube name = "cardboard tube" desc = "A tube... of cardboard." icon = 'items.dmi' icon_state = "c_tube" throwforce = 1 w_class = 1.0 throw_speed = 4 throw_range = 5 /obj/item/weapon/camera name = "camera" desc = "Use this to take pictures." icon_state = "camera" var/last_pic = 1.0 item_state = "wrench" w_class = 2.0 origin_tech = "magnets=1" /obj/item/weapon/card name = "card" desc = "Does card things." icon = 'card.dmi' w_class = 1.0 var/list/files = list( ) /obj/item/weapon/card/data name = "data disk" desc = "A disk of data." icon_state = "data" var/function = "storage" var/data = "null" var/special = null item_state = "card-id" /obj/item/weapon/card/data/clown name = "Coordinates to Clown Planet" icon_state = "data" item_state = "card-id" layer = 3 level = 2 desc = "This card contains coordinates to the fabled Clown Planet. Handle with care." /obj/item/weapon/card/emag desc = "It's a card with a magnetic strip attached to some circuitry." name = "cryptographic sequencer" icon_state = "emag" item_state = "card-id" origin_tech = "magnets=2;syndicate=2" /obj/item/weapon/card/id name = "identification card" desc = "An identification card. No shit." icon_state = "id" item_state = "card-id" var/access = list() var/registered = null var/assignment = null var/obj/item/weapon/photo/PHOTO = null /obj/item/weapon/card/id/gold name = "identification card" desc = "A golden card which shows power and might." icon_state = "gold" item_state = "gold_id" /obj/item/weapon/card/id/syndicate name = "agent card" desc = "Shhhhh." access = list(access_maint_tunnels) origin_tech = "syndicate=3" /obj/item/weapon/card/id/syndicate_command name = "Syndicate ID card" desc = "An ID straight from the Syndicate." registered = "Syndicate" assignment = "Syndicate Overlord" access = list(access_syndicate) /obj/item/weapon/card/id/captains_spare name = "Captain's spare ID" desc = "The spare ID of the High Lord himself." icon_state = "gold" item_state = "gold_id" registered = "Captain" assignment = "Captain" New() access = get_access("Captain") ..() /obj/item/weapon/card/id/centcom name = "CentCom ID" desc = "An ID straight from Cent. Com." icon_state = "centcom" registered = "Central Command" assignment = "General" New() access = get_all_centcom_access() ..() /obj/item/weapon/cleaner desc = "Space Cleaner!" icon = 'janitor.dmi' name = "space cleaner" icon_state = "cleaner" item_state = "cleaner" flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY throwforce = 3 w_class = 2.0 throw_speed = 2 throw_range = 10 /obj/item/weapon/chemsprayer desc = "A utility used to spray large amounts of reagent in a given area." icon = 'gun.dmi' name = "chem sprayer" icon_state = "chemsprayer" item_state = "chemsprayer" flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY throwforce = 3 w_class = 2.0 throw_speed = 2 throw_range = 10 origin_tech = "combat=3;materials=3;engineering=3" /obj/item/weapon/clipboard name = "clipboard" desc = "Apply paper to this to write better. Can also hold pens." icon = 'items.dmi' icon_state = "clipboard00" var/obj/item/weapon/pen/pen = null item_state = "clipboard" throwforce = 0 w_class = 2.0 throw_speed = 3 throw_range = 10 /obj/item/weapon/cloaking_device name = "cloaking device" desc = "Use this to become invisible to the human eyesocket." icon = 'device.dmi' icon_state = "shield0" var/active = 0.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" throwforce = 10.0 throw_speed = 2 throw_range = 10 w_class = 2.0 origin_tech = "magnets=3;syndicate=4" #define MAXCOIL 30 /obj/item/weapon/cable_coil name = "cable coil" icon = 'power.dmi' icon_state = "coil_red" var/amount = MAXCOIL var/color = "red" desc = "A coil of power cable." throwforce = 10 w_class = 2.0 throw_speed = 2 throw_range = 5 flags = TABLEPASS|USEDELAY|FPRINT|CONDUCT item_state = "coil_red" /obj/item/weapon/cable_coil/cut item_state = "coil_red2" /obj/item/weapon/cable_coil/yellow color = "yellow" icon_state = "coil_yellow" /obj/item/weapon/cable_coil/blue color = "blue" icon_state = "coil_blue" /obj/item/weapon/cable_coil/green color = "green" icon_state = "coil_green" /obj/item/weapon/crowbar name = "crowbar" desc = "Used to hit floors" icon = 'items.dmi' icon_state = "crowbar" flags = FPRINT | TABLEPASS| CONDUCT force = 5.0 throwforce = 7.0 item_state = "wrench" w_class = 2.0 m_amt = 50 origin_tech = "engineering=1" /obj/item/weapon/crowbar/red icon = 'items.dmi' icon_state = "red_crowbar" /obj/item/weapon/fireaxe // DEM AXES MAN, marker -Agouri icon_state = "fireaxe0" name = "Fire axe" desc = "Truly, the tool of a madman. Who would possibly think to fight fire with an axe?" force = 5 w_class = 4.0 twohanded = 1 force_unwielded = 5 force_wielded = 30 /obj/item/weapon/cane name = "cane" desc = "A cane used by a true gentlemen. Or a clown." icon = 'weapons.dmi' icon_state = "cane" flags = FPRINT | TABLEPASS| CONDUCT force = 5.0 throwforce = 7.0 item_state = "cane" w_class = 2.0 m_amt = 50 /obj/item/weapon/cane/browncane name = " browncane" icon_state = "browncane" /obj/item/weapon/disk name = "disk" icon = 'items.dmi' /obj/item/weapon/disk/nuclear name = "Nuclear Authentication Disk" desc = "Better keep this safe." icon_state = "nucleardisk" item_state = "card-id" w_class = 1.0 /obj/item/weapon/dummy name = "dummy" invisibility = 101.0 anchored = 1.0 flags = 2.0 /obj/item/weapon/extinguisher name = "fire extinguisher" desc = "Contains water....dangit..." icon = 'items.dmi' icon_state = "fire_extinguisher0" var/last_use = 1.0 var/safety = 1 hitsound = 'smash.ogg' flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT throwforce = 10 w_class = 3.0 throw_speed = 2 throw_range = 10 force = 10.0 item_state = "fire_extinguisher" m_amt = 90 /obj/item/weapon/f_card name = "Finger Print Card" desc = "Used to take fingerprints." icon = 'card.dmi' icon_state = "fingerprint0" var/amount = 10.0 item_state = "paper" throwforce = 1 w_class = 1.0 throw_speed = 3 throw_range = 5 /obj/item/weapon/fcardholder name = "Finger Print Case" desc = "Apply finger print card." icon = 'items.dmi' icon_state = "fcardholder0" item_state = "clipboard" /obj/item/weapon/flasks name = "flask" icon = 'Cryogenic2.dmi' var/oxygen = 0.0 var/plasma = 0.0 var/coolant = 0.0 /obj/item/weapon/flasks/coolant name = "light blue flask" icon_state = "coolant-c" coolant = 1000.0 /obj/item/weapon/flasks/oxygen name = "blue flask" icon_state = "oxygen-c" oxygen = 500.0 /obj/item/weapon/flasks/plasma name = "orange flask" icon_state = "plasma-c" plasma = 500.0 /* /obj/item/weapon/game_kit name = "Gaming Kit" icon = 'items.dmi' icon_state = "game_kit" var/selected = null var/board_stat = null var/data = "" var/base_url = "http://svn.slurm.us/public/spacestation13/misc/game_kit" item_state = "sheet-metal" w_class = 5.0 */ /obj/item/weapon/gift name = "gift" desc = "A wrapped item." icon = 'items.dmi' icon_state = "gift3" var/size = 3.0 var/obj/item/gift = null item_state = "gift" w_class = 4.0 /obj/item/weapon/grab name = "grab" icon = 'screen1.dmi' icon_state = "grabbed" var/obj/screen/grab/hud1 = null var/mob/affecting = null var/mob/assailant = null var/state = 1.0 var/killing = 0.0 var/allow_upgrade = 1.0 var/last_suffocate = 1.0 layer = 21 abstract = 1.0 item_state = "nothing" w_class = 5.0 /* /obj/item/weapon/gun name = "gun" icon = 'gun.dmi' flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY item_state = "gun" m_amt = 2000 throwforce = 5 w_class = 2.0 throw_speed = 4 throw_range = 10 origin_tech = "combat=1" /obj/item/weapon/gun/shotgun name = "shotgun" icon_state = "shotgun" var/shellsmax var/shellsunlimited = 0 var/index var/list/shells = list() //this is a list. All craftsmanship is of good quality. At least, it's better than two/eight vars, Uhangi! -- Barhandar //it is, thanks bro --uhangi w_class = 4.0 //dammit urist no force = 7.0 flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK var/pumped = 0 shellsmax = 2 origin_tech = "combat=2" /obj/item/weapon/gun/shotgun/combat name = "combat shotgun" icon_state = "cshotgun" w_class = 4.0 force = 12.0 flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK shellsmax = 8 origin_tech = "combat=3" /obj/item/weapon/gun/energy name = "energy" var/charges = 10.0 var/maximum_charges = 10.0 origin_tech = "combat=2;magnets=2" /obj/item/weapon/gun/energy/taser_gun name = "taser gun" icon_state = "taser" w_class = 3.0 item_state = "gun" force = 10.0 throw_speed = 2 throw_range = 10 charges = 4 maximum_charges = 4 m_amt = 2000 origin_tech = "combat=2;magnets=2" /obj/item/weapon/gun/energy/teleport_gun name = "teleport gun" desc = "A hacked together combination of a taser and a handheld teleportation unit." icon_state = "taser" w_class = 3.0 item_state = "gun" force = 10.0 throw_speed = 2 throw_range = 10 charges = 4 maximum_charges = 4 m_amt = 2000 var/failchance = 5 var/obj/item/target = null origin_tech = "combat=2;magnets=2;bluespace=3" /obj/item/weapon/gun/energy/crossbow // Laaazy name = "mini energy-crossbow" desc = "A weapon favored by many of the syndicates stealth specialists." icon_state = "crossbow" w_class = 2.0 item_state = "crossbow" force = 4.0 throw_speed = 2 throw_range = 10 charges = 3 maximum_charges = 3 m_amt = 2000 origin_tech = "combat=2;magnets=2;syndicate=2" /obj/item/weapon/gun/energy/laser_gun name = "laser gun" icon_state = "laser" w_class = 3.0 throw_speed = 2 throw_range = 10 force = 7.0 m_amt = 2000 origin_tech = "combat=3;magnets=2" var/shot_delay = 0 //used for borg guns, adds that much in deciseconds delay between shots var/next_attack = 0 //used for the delay /obj/item/weapon/gun/energy/laser_gun/captain icon_state = "caplaser" desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding." force = 10 origin_tech = null /obj/item/weapon/gun/revolver desc = "There are 0 bullets left. Uses 357" name = "revolver" icon_state = "revolver" var/bullets = 0.0 w_class = 3.0 throw_speed = 2 throw_range = 10 force = 24.0 m_amt = 2000 origin_tech = "combat=3;materials=2" /obj/item/weapon/gun/revolver/mateba desc = "There are 0 bullets left. Uses 357" name = "revolver" icon_state = "mateba" origin_tech = "combat=3;materials=2" /obj/item/weapon/gun/c96 desc = "There are 0 rounds left. Uses 7.63x25 Mauser" name = "c96" icon_state = "c96" var/obj/item/weapon/ammo/a763m/magazine w_class = 3.0 throw_speed = 2 throw_range = 10 force = 12.0 m_amt = 2000 // origin_tech = "combat=2;materials=2" /obj/item/weapon/gun/p08 desc = "There are 0 rounds left. Uses 9x19 Parabellum" name = "p08" icon_state = "p08empty" var/obj/item/weapon/ammo/a9x19p/magazine w_class = 3.0 throw_speed = 2 throw_range = 10 force = 16.0 m_amt = 2000 // origin_tech = "combat=2;materials=2" /obj/item/weapon/gun/glock desc = "There are 0 rounds left. Uses .45 ACP" name = "glock" icon_state = "glock" var/obj/item/weapon/ammo/a45/magazine w_class = 3.0 throw_speed = 2 throw_range = 10 force = 6.0 m_amt = 2000 // origin_tech = "combat=2;materials=2" /obj/item/weapon/gun/m1911 desc = "There are 0 rounds left. Uses .45 ACP" name = "m1911" icon_state = "m1911" var/obj/item/weapon/ammo/a45/magazine w_class = 3.0 throw_speed = 2 throw_range = 10 force = 14.0 m_amt = 2000 // origin_tech = "combat=2;materials=2" /obj/item/weapon/gun/carbine desc = "There are 0 rounds left. Uses 5.56x45mm NATO" name = "carbine" icon_state = "carbinenomag" var/obj/item/weapon/ammo/assaultmag/magazine flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY w_class = 4.0 throw_speed = 2 throw_range = 10 force = 6.0 m_amt = 2000 // origin_tech = "combat=2;materials=2" /obj/item/weapon/gun/ak331 desc = "There are 0 rounds left. Uses 5.56x45mm NATO" name = "ak331" icon_state = "ak331nomag" var/obj/item/weapon/ammo/assaultmag/magazine flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY w_class = 4.0 throw_speed = 2 throw_range = 10 force = 18.0 m_amt = 2000 // origin_tech = "combat=2;materials=2" /obj/item/weapon/gun/detectiverevolver desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds." name = ".38 revolver" icon_state = "detective" var/bullets = 5.0 w_class = 3.0 throw_speed = 2 throw_range = 10 force = 14.0 m_amt = 1000 origin_tech = "combat=2;materials=2" */ /obj/item/weapon/hand_tele name = "hand tele" desc = "A portable item using blue-space technology." icon = 'device.dmi' icon_state = "hand_tele" item_state = "electronic" throwforce = 5 w_class = 2.0 throw_speed = 3 throw_range = 5 m_amt = 10000 origin_tech = "magnets=1;bluespace=3" /obj/item/weapon/handcuffs name = "handcuffs" desc = "Use this to keep prisoners in line." icon = 'items.dmi' icon_state = "handcuff" flags = FPRINT | TABLEPASS | CONDUCT | ONBELT throwforce = 5 w_class = 2.0 throw_speed = 2 throw_range = 5 m_amt = 500 origin_tech = "materials=1" var/dispenser = 0 /obj/item/weapon/handcuffs/cyborg dispenser = 1 /obj/item/weapon/locator name = "locator" desc = "Used to track those with locater implants." icon = 'device.dmi' icon_state = "locator" var/temp = null var/frequency = 1451 var/broadcasting = null var/listening = 1.0 flags = FPRINT | TABLEPASS| CONDUCT w_class = 2.0 item_state = "electronic" throw_speed = 4 throw_range = 20 m_amt = 400 origin_tech = "magnets=1" /obj/item/weapon/mop desc = "The world of janitalia wouldn't be complete without a mop." name = "mop" icon = 'janitor.dmi' icon_state = "mop" var/mopping = 0 var/mopcount = 0 force = 3.0 throwforce = 10.0 throw_speed = 5 throw_range = 10 w_class = 3.0 flags = FPRINT | TABLEPASS /obj/item/weapon/caution desc = "Caution! Wet Floor!" name = "wet floor sign" icon = 'janitor.dmi' icon_state = "caution" force = 1.0 throwforce = 3.0 throw_speed = 1 throw_range = 5 w_class = 3.0 flags = FPRINT | TABLEPASS /obj/item/weapon/paper name = "Paper" desc = "It is made from wood." icon = 'items.dmi' icon_state = "paper" var/info = null throwforce = 0 w_class = 1.0 throw_speed = 3 throw_range = 15 layer = 4 var/list/stamped var/see_face = 1 var/body_parts_covered = HEAD var/protective_temperature = T0C + 10 var/heat_transfer_coefficient = 0.99 var/gas_transfer_coefficient = 1 var/permeability_coefficient = 0.99 var/siemens_coefficient = 0.80 /obj/item/weapon/directions name = "Crumpled Paper" desc = "This is a crumpled piece fo paper." icon = 'weapons.dmi' icon_state = "crumpled" throwforce = 0 w_class = 1.0 throw_speed = 3 throw_range = 15 //layer = 4 /obj/item/weapon/paper/Court name = "paper- 'Judgement'" info = "For crimes against the station, the offender is sentenced to:
\n
\n" /obj/item/weapon/paper/Toxin name = "paper- 'Chemical Information'" info = "Known Onboard Toxins:
\n\tGrade A Semi-Liquid Plasma:
\n\t\tHighly poisonous. You cannot sustain concentrations above 15 units.
\n\t\tA gas mask fails to filter plasma after 50 units.
\n\t\tWill attempt to diffuse like a gas.
\n\t\tFiltered by scrubbers.
\n\t\tThere is a bottled version which is very different
\n\t\t\tfrom the version found in canisters!
\n
\n\t\tWARNING: Highly Flammable. Keep away from heat sources
\n\t\texcept in a enclosed fire area!
\n\t\tWARNING: It is a crime to use this without authorization.
\nKnown Onboard Anti-Toxin:
\n\tAnti-Toxin Type 01P: Works against Grade A Plasma.
\n\t\tBest if injected directly into bloodstream.
\n\t\tA full injection is in every regular Med-Kit.
\n\t\tSpecial toxin Kits hold around 7.
\n
\nKnown Onboard Chemicals (other):
\n\tRejuvenation T#001:
\n\t\tEven 1 unit injected directly into the bloodstream
\n\t\t\twill cure paralysis and sleep toxins.
\n\t\tIf administered to a dying patient it will prevent
\n\t\t\tfurther damage for about units*3 seconds.
\n\t\t\tit will not cure them or allow them to be cured.
\n\t\tIt can be administeredd to a non-dying patient
\n\t\t\tbut the chemicals disappear just as fast.
\n\tSleep Toxin T#054:
\n\t\t5 units wilkl induce precisely 1 minute of sleep.
\n\t\t\tThe effects are cumulative.
\n\t\tWARNING: It is a crime to use this without authorization" /obj/item/weapon/paper/courtroom name = "paper- 'A Crash Course in Legal SOP on SS13'" info = "Roles:
\nThe Detective is basically the investigator and prosecutor.
\nThe Staff Assistant can perform these functions with written authority from the Detective.
\nThe Captain/HoP/Warden is ct as the judicial authority.
\nThe Security Officers are responsible for executing warrants, security during trial, and prisoner transport.
\n
\nInvestigative Phase:
\nAfter the crime has been committed the Detective's job is to gather evidence and try to ascertain not only who did it but what happened. He must take special care to catalogue everything and don't leave anything out. Write out all the evidence on paper. Make sure you take an appropriate number of fingerprints. IF he must ask someone questions he has permission to confront them. If the person refuses he can ask a judicial authority to write a subpoena for questioning. If again he fails to respond then that person is to be jailed as insubordinate and obstructing justice. Said person will be released after he cooperates.
\n
\nONCE the FT has a clear idea as to who the criminal is he is to write an arrest warrant on the piece of paper. IT MUST LIST THE CHARGES. The FT is to then go to the judicial authority and explain a small version of his case. If the case is moderately acceptable the authority should sign it. Security must then execute said warrant.
\n
\nPre-Pre-Trial Phase:
\nNow a legal representative must be presented to the defendant if said defendant requests one. That person and the defendant are then to be given time to meet (in the jail IS ACCEPTABLE). The defendant and his lawyer are then to be given a copy of all the evidence that will be presented at trial (rewriting it all on paper is fine). THIS IS CALLED THE DISCOVERY PACK. With a few exceptions, THIS IS THE ONLY EVIDENCE BOTH SIDES MAY USE AT TRIAL. IF the prosecution will be seeking the death penalty it MUST be stated at this time. ALSO if the defense will be seeking not guilty by mental defect it must state this at this time to allow ample time for examination.
\nNow at this time each side is to compile a list of witnesses. By default, the defendant is on both lists regardless of anything else. Also the defense and prosecution can compile more evidence beforehand BUT in order for it to be used the evidence MUST also be given to the other side.\nThe defense has time to compile motions against some evidence here.
\nPossible Motions:
\n1. Invalidate Evidence- Something with the evidence is wrong and the evidence is to be thrown out. This includes irrelevance or corrupt security.
\n2. Free Movement- Basically the defendant is to be kept uncuffed before and during the trial.
\n3. Subpoena Witness- If the defense presents god reasons for needing a witness but said person fails to cooperate then a subpoena is issued.
\n4. Drop the Charges- Not enough evidence is there for a trial so the charges are to be dropped. The FT CAN RETRY but the judicial authority must carefully reexamine the new evidence.
\n5. Declare Incompetent- Basically the defendant is insane. Once this is granted a medical official is to examine the patient. If he is indeed insane he is to be placed under care of the medical staff until he is deemed competent to stand trial.
\n
\nALL SIDES MOVE TO A COURTROOM
\nPre-Trial Hearings:
\nA judicial authority and the 2 sides are to meet in the trial room. NO ONE ELSE BESIDES A SECURITY DETAIL IS TO BE PRESENT. The defense submits a plea. If the plea is guilty then proceed directly to sentencing phase. Now the sides each present their motions to the judicial authority. He rules on them. Each side can debate each motion. Then the judicial authority gets a list of crew members. He first gets a chance to look at them all and pick out acceptable and available jurors. Those jurors are then called over. Each side can ask a few questions and dismiss jurors they find too biased. HOWEVER before dismissal the judicial authority MUST agree to the reasoning.
\n
\nThe Trial:
\nThe trial has three phases.
\n1. Opening Arguments- Each side can give a short speech. They may not present ANY evidence.
\n2. Witness Calling/Evidence Presentation- The prosecution goes first and is able to call the witnesses on his approved list in any order. He can recall them if necessary. During the questioning the lawyer may use the evidence in the questions to help prove a point. After every witness the other side has a chance to cross-examine. After both sides are done questioning a witness the prosecution can present another or recall one (even the EXACT same one again!). After prosecution is done the defense can call witnesses. After the initial cases are presented both sides are free to call witnesses on either list.
\nFINALLY once both sides are done calling witnesses we move onto the next phase.
\n3. Closing Arguments- Same as opening.
\nThe jury then deliberates IN PRIVATE. THEY MUST ALL AGREE on a verdict. REMEMBER: They mix between some charges being guilty and others not guilty (IE if you supposedly killed someone with a gun and you unfortunately picked up a gun without authorization then you CAN be found not guilty of murder BUT guilty of possession of illegal weaponry.). Once they have agreed they present their verdict. If unable to reach a verdict and feel they will never they call a deadlocked jury and we restart at Pre-Trial phase with an entirely new set of jurors.
\n
\nSentencing Phase:
\nIf the death penalty was sought (you MUST have gone through a trial for death penalty) then skip to the second part.
\nI. Each side can present more evidence/witnesses in any order. There is NO ban on emotional aspects or anything. The prosecution is to submit a suggested penalty. After all the sides are done then the judicial authority is to give a sentence.
\nII. The jury stays and does the same thing as I. Their sole job is to determine if the death penalty is applicable. If NOT then the judge selects a sentence.
\n
\nTADA you're done. Security then executes the sentence and adds the applicable convictions to the person's record.
\n" /obj/item/weapon/paper/hydroponics name = "paper- 'Greetings from Billy Bob'" info = "Hey fellow botanist!
\n
\nI didn't trust the station folk so I left
\na couple of weeks ago. But here's some
\ninstructions on how to operate things here.
\nYou can grow plants and each iteration they become
\nstronger, more potent and have better yield, if you
\nknow which ones to pick. Use your botanist's analyzer
\nfor that. You can turn harvested plants into seeds
\nat the seed extractor, and replant them for better stuff!
\nSometimes if the weed level gets high in the tray
\nmutations into different mushroom or weed species have
\nbeen witnessed. On the rare occassion even weeds mutate!
\n
\nEither way, have fun!
\n
\nBest regards,
\nBilly Bob Johnson.
\n
\nPS.
\nHere's a few tips:
\nIn nettles, potency = damage
\nIn amanitas, potency = deadliness + side effects
\nIn Liberty caps, potency = drug power + effects
\nIn chilis, potency = heat
\nNutrients keep mushrooms alive!
\nWater keeps weeds such as nettles alive!
\nAll other plants need both." /obj/item/weapon/paper/flag icon_state = "flag_neutral" item_state = "paper" anchored = 1.0 /obj/item/weapon/paper/jobs name = "paper- 'Job Information'" info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.
\nThe data will be in the following form.
\nGenerally lower ranking positions come first in this list.
\n
\nJob Name general access>lab access-engine access-systems access (atmosphere control)
\n\tJob Description
\nJob Duties (in no particular order)
\nTips (where applicable)
\n
\nResearch Assistant 1>1-0-0
\n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.
\n1. Assist the researchers.
\n2. Clean up the labs.
\n3. Prepare materials.
\n
\nStaff Assistant 2>0-0-0
\n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)
\n1. Patrol ship/Guard key areas
\n2. Assist security officer
\n3. Perform other security duties.
\n
\nTechnical Assistant 1>0-0-1
\n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.
\n1. Assist Station technician and Engineers.
\n2. Perform general maintenance of station.
\n3. Prepare materials.
\n
\nMedical Assistant 1>1-0-0
\n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)
\n1. Assist the medical personnel.
\n2. Update medical files.
\n3. Prepare materials for medical operations.
\n
\nResearch Technician 2>3-0-0
\n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.
\n1. Inform superiors of research.
\n2. Perform research alongside of official researchers.
\n
\nDetective 3>2-0-0
\n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence ly.
\n1. Perform crime-scene investigations/draw conclusions.
\n2. Store and catalogue evidence properly.
\n3. Testify to superiors/inquieries on findings.
\n
\nStation Technician 2>0-2-3
\n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.
\n1. Maintain SS13 systems.
\n2. Repair equipment.
\n
\nAtmospheric Technician 3>0-0-4
\n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.
\n1. Maintain atmosphere on SS13
\n2. Research atmospheres on the space station. (safely please!)
\n
\nEngineer 2>1-3-0
\n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.
\n1. Upkeep the engine.
\n2. Prevent fires in the engine.
\n3. Maintain a safe orbit.
\n
\nMedical Researcher 2>5-0-0
\n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.
\n1. Make sure the station is kept safe.
\n2. Research medical properties of materials studied of Space Station 13.
\n
\nScientist 2>5-0-0
\n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Plasma Technicians as plasma is the material they routinly handle.
\n1. Research plasma
\n2. Make sure all plasma is properly handled.
\n
\nMedical Doctor (Officer) 2>0-0-0
\n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.
\n1. Heal wounded people.
\n2. Perform examinations of all personnel.
\n3. Moniter usage of medical equipment.
\n
\nSecurity Officer 3>0-0-0
\n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.
\n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)
\n1. Maintain order.
\n2. Assist others.
\n3. Repair structural problems.
\n
\nHead of Security 4>5-2-2
\n\tPeople assigned as Head of Security should issue orders to the security staff. They should\nalso carefully moderate the usage of all security equipment. All security matters should be reported to this person.
\n1. Oversee security.
\n2. Assign patrol duties.
\n3. Protect the station and staff.
\n
\nHead of Personnel 4>4-2-2
\n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. \nAlso they have the ability to assign jobs and access levels.
\n1. Assign duties.
\n2. Moderate personnel.
\n3. Moderate research.
\n
\nCaptain 5>5-5-5 (unrestricted station wide access)
\n\tThis is the highest position youi can aquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.
\n1. Assign all positions on SS13
\n2. Inspect the station for any problems.
\n3. Perform administrative duties.
\n" /obj/item/weapon/paper/photograph name = "photo" icon_state = "photo" var/photo_id = 0.0 item_state = "paper" /obj/item/weapon/paper/sop name = "paper- 'Standard Operating Procedure'" info = "Alert Levels:
\nBlue- Emergency
\n\t1. Caused by fire
\n\t2. Caused by manual interaction
\n\tAction:
\n\t\tClose all fire doors. These can only be opened by reseting the alarm
\nRed- Ejection/Self Destruct
\n\t1. Caused by module operating computer.
\n\tAction:
\n\t\tAfter the specified time the module will eject completely.
\n
\nEngine Maintenance Instructions:
\n\tShut off ignition systems:
\n\tActivate internal power
\n\tActivate orbital balance matrix
\n\tRemove volatile liquids from area
\n\tWear a fire suit
\n
\n\tAfter
\n\t\tDecontaminate
\n\t\tVisit medical examiner
\n
\nToxin Laboratory Procedure:
\n\tWear a gas mask regardless
\n\tGet an oxygen tank.
\n\tActivate internal atmosphere
\n
\n\tAfter
\n\t\tDecontaminate
\n\t\tVisit medical examiner
\n
\nDisaster Procedure:
\n\tFire:
\n\t\tActivate sector fire alarm.
\n\t\tMove to a safe area.
\n\t\tGet a fire suit
\n\t\tAfter:
\n\t\t\tAssess Damage
\n\t\t\tRepair damages
\n\t\t\tIf needed, Evacuate
\n\tMeteor Shower:
\n\t\tActivate fire alarm
\n\t\tMove to the back of ship
\n\t\tAfter
\n\t\t\tRepair damage
\n\t\t\tIf needed, Evacuate
\n\tAccidental Reentry:
\n\t\tActivate fire alrms in front of ship.
\n\t\tMove volatile matter to a fire proof area!
\n\t\tGet a fire suit.
\n\t\tStay secure until an emergency ship arrives.
\n
\n\t\tIf ship does not arrive-
\n\t\t\tEvacuate to a nearby safe area!" /obj/item/weapon/paper_bin name = "Paper Bin" desc = "This contains many papers." icon = 'items.dmi' icon_state = "paper_bin1" var/amount = 30.0 item_state = "sheet-metal" throwforce = 1 w_class = 3.0 throw_speed = 3 throw_range = 7 /obj/item/weapon/pen desc = "It's a normal black ink pen." name = "pen" icon = 'items.dmi' icon_state = "pen" flags = FPRINT | ONBELT | TABLEPASS throwforce = 0 w_class = 1.0 throw_speed = 7 throw_range = 15 m_amt = 10 var/text_size = 2 var/text_color = "#000000" var/text_bold = 0 var/text_italic = 0 var/text_underline = 0 var/text_break = 0 /obj/item/weapon/banhammer desc = "A banhammer" name = "Banhammer" icon = 'items.dmi' icon_state = "toyhammer" flags = FPRINT | ONBELT | TABLEPASS throwforce = 0 w_class = 1.0 throw_speed = 7 throw_range = 15 /obj/item/weapon/pen/sleepypen desc = "It's a normal black ink pen with a sharp point." flags = FPRINT | ONBELT | TABLEPASS | OPENCONTAINER origin_tech = "materials=2;biotech=1;syndicate=5" /obj/item/weapon/rack_parts name = "rack parts" desc = "Parts of a rack." icon = 'items.dmi' icon_state = "rack_parts" flags = FPRINT | TABLEPASS| CONDUCT m_amt = 3750 /obj/item/weapon/rubber_chicken name = "Rubber Chicken" desc = "A rubber chicken, isn't that hilarious?" icon = 'items.dmi' icon_state = "rubber_chicken" item_state = "rubber_chicken" w_class = 2.0 /obj/item/weapon/screwdriver name = "screwdriver" desc = "You can be totally screwwy with this." icon = 'items.dmi' icon_state = "screwdriver" flags = FPRINT | TABLEPASS| CONDUCT force = 5.0 w_class = 1.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 /obj/item/weapon/shard name = "shard" icon = 'shards.dmi' icon_state = "large" desc = "Could probably be used as ... a throwing weapon?" w_class = 3.0 force = 5.0 throwforce = 15.0 item_state = "shard-glass" g_amt = 3750 /obj/item/weapon/syndicate_uplink name = "station bounced radio" desc = "Remain silent about this..." icon = 'radio.dmi' icon_state = "radio" var/temp = null var/uses = 10.0 var/selfdestruct = 0.0 var/traitor_frequency = 0.0 var/mob/currentUser = null var/obj/item/device/radio/origradio = null flags = FPRINT | TABLEPASS | CONDUCT | ONBELT w_class = 2.0 item_state = "radio" throw_speed = 4 throw_range = 20 m_amt = 100 origin_tech = "magnets=2;syndicate=3" /obj/item/weapon/SWF_uplink name = "station bounced radio" desc = "used to comunicate it appears." icon = 'radio.dmi' icon_state = "radio" var/temp = null var/uses = 4.0 var/selfdestruct = 0.0 var/traitor_frequency = 0.0 var/obj/item/device/radio/origradio = null flags = FPRINT | TABLEPASS| CONDUCT | ONBELT item_state = "radio" throwforce = 5 w_class = 2.0 throw_speed = 4 throw_range = 20 m_amt = 100 origin_tech = "magnets=1" /obj/item/weapon/spellbook name = "Spell Book" desc = "The legendary book of spells of the wizard." icon = 'library.dmi' icon_state ="book" throw_speed = 1 throw_range = 5 w_class = 1.0 flags = FPRINT | TABLEPASS var/uses = 4.0 var/temp = null var/spell_type = "verb" var/max_uses = 5 /obj/item/weapon/spellbook/object_type_spells //used for giving out object spells as opposed to verb spells spell_type = "object" /obj/item/weapon/staff name = "wizards staff" desc = "Apparently a staff used by the wizard." icon = 'wizard.dmi' icon_state = "staff" force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 flags = FPRINT | TABLEPASS | NOSHIELD /obj/item/weapon/staff/stick name = "stick" desc = "A great tool to drag someone else's drinks across the bar." icon = 'weapons.dmi' icon_state = "stick" item_state = "stick" force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 flags = FPRINT | TABLEPASS | NOSHIELD /obj/item/weapon/table_parts name = "table parts" desc = "Parts of a table. Poor table." icon = 'items.dmi' icon_state = "table_parts" m_amt = 3750 flags = FPRINT | TABLEPASS| CONDUCT /obj/item/weapon/table_parts/reinforced name = "reinforced table parts" desc = "Hard table parts. Well...harder..." icon = 'items.dmi' icon_state = "reinf_tableparts" m_amt = 7500 flags = FPRINT | TABLEPASS| CONDUCT /obj/item/weapon/table_parts/wood name = "wooden table parts" desc = "Keep away from fire." icon_state = "wood_tableparts" flags = null /obj/item/weapon/teleportation_scroll name = "Teleportation Scroll" desc = "A scroll for moving around." icon = 'wizard.dmi' icon_state = "scroll" var/uses = 4.0 flags = FPRINT | TABLEPASS w_class = 2.0 item_state = "paper" throw_speed = 4 throw_range = 20 origin_tech = "bluespace=4" /obj/item/weapon/wire desc = "This is just a simple piece of regular insulated wire." name = "wire" icon = 'power.dmi' icon_state = "item_wire" var/amount = 1.0 var/laying = 0.0 var/old_lay = null m_amt = 40 /obj/item/weapon/wrapping_paper name = "wrapping paper" desc = "You can use this to wrap items in." icon = 'items.dmi' icon_state = "wrap_paper" var/amount = 20.0 /obj/item/weapon/cell name = "power cell" desc = "A rechargable electrochemical power cell." icon = 'power.dmi' icon_state = "cell" item_state = "cell" origin_tech = "powerstorage=1" flags = FPRINT|TABLEPASS force = 5.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 w_class = 3.0 pressure_resistance = 80 var/charge = 0 // note %age conveted to actual charge in New var/maxcharge = 1000 m_amt = 700 g_amt = 50 var/rigged = 0 // true if rigged to explode var/minor_fault = 0 //If not 100% reliable, it will build up faults. /obj/item/weapon/cell/crap name = "Nanotrassen Brand Rechargable AA Battery" desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT origin_tech = "powerstorage=0" maxcharge = 500 g_amt = 40 /obj/item/weapon/cell/high name = "high-capacity power cell" origin_tech = "powerstorage=2" maxcharge = 10000 g_amt = 60 /obj/item/weapon/cell/super name = "super-capacity power cell" origin_tech = "powerstorage=3" maxcharge = 20000 g_amt = 70 /obj/item/weapon/cell/hyper name = "hyper-capacity power cell" origin_tech = "powerstorage=6" maxcharge = 30000 g_amt = 80 /obj/item/weapon/cell/infinite name = "infinite-capacity power cell!" origin_tech = null maxcharge = 30000 g_amt = 80 use() return /*/obj/item/weapon/cell/potato name = "Potato Battery" desc = "A rechargable starch based power cell." icon = 'harvest.dmi' icon_state = "potato_battery" maxcharge = 100 m_amt = 0 g_amt = 0*/ /obj/item/weapon/camera_bug/attack_self(mob/usr as mob) var/list/cameras = new/list() for (var/obj/machinery/camera/C in world) if (C.bugged && C.status) cameras.Add(C) if (length(cameras) == 0) usr << "\red No bugged functioning cameras found." return var/list/friendly_cameras = new/list() for (var/obj/machinery/camera/C in cameras) friendly_cameras.Add(C.c_tag) var/target = input("Select the camera to observe", null) as null|anything in friendly_cameras if (!target) return for (var/obj/machinery/camera/C in cameras) if (C.c_tag == target) target = C break if (usr.stat == 2) return usr.client.eye = target /obj/item/weapon/module icon = 'module.dmi' icon_state = "std_module" w_class = 2.0 item_state = "electronic" flags = FPRINT|TABLEPASS|CONDUCT var/mtype = 1 // 1=electronic 2=hardware /obj/item/weapon/module/card_reader name = "card reader module" icon_state = "card_mod" desc = "An electronic module for reading data and ID cards." /obj/item/weapon/module/power_control name = "power control module" icon_state = "power_mod" desc = "Heavy-duty switching circuits for power control." /obj/item/weapon/module/id_auth name = "ID authentication module" icon_state = "id_mod" desc = "A module allowing secure authorization of ID cards." /obj/item/weapon/module/cell_power name = "power cell regulator module" icon_state = "power_mod" desc = "A converter and regulator allowing the use of power cells." /obj/item/weapon/module/cell_power name = "power cell charger module" icon_state = "power_mod" desc = "Charging circuits for power cells." /obj/item/weapon/a_gift name = "gift" desc = "A gift it appears." icon = 'items.dmi' icon_state = "gift" item_state = "gift" pressure_resistance = 70 /obj/item/weapon/camera_bug name = "camera bug" icon = 'device.dmi' icon_state = "flash" w_class = 1.0 item_state = "electronic" throw_speed = 4 throw_range = 20 /obj/item/weapon/kitchen icon = 'kitchen.dmi' /obj/item/weapon/kitchen/rollingpin name = "rolling pin" desc = "Used to knock out the Bartender." icon_state = "rolling_pin" force = 8.0 throwforce = 10.0 throw_speed = 2 throw_range = 7 w_class = 3.0 /obj/item/weapon/kitchenknife name = "Kitchen knife" icon = 'kitchen.dmi' icon_state = "knife" desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come." flags = FPRINT | TABLEPASS | CONDUCT force = 10.0 w_class = 3.0 throwforce = 6.0 throw_speed = 3 throw_range = 6 m_amt = 12000 origin_tech = "materials=1" /obj/item/weapon/butch name = "Butcher's Cleaver" icon = 'kitchen.dmi' icon_state = "butch" desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products." flags = FPRINT | TABLEPASS | CONDUCT force = 15.0 w_class = 2.0 throwforce = 8.0 throw_speed = 3 throw_range = 6 m_amt = 12000 origin_tech = "materials=1" /obj/item/weapon/tray name = "Tray" icon = 'food.dmi' icon_state = "tray" desc = "A plastic tray to lay food on." throwforce = 12.0 throwforce = 10.0 throw_speed = 1 throw_range = 5 w_class = 3.0 flags = FPRINT | TABLEPASS | CONDUCT m_amt = 3000 var/food_total= 0 var/burger_amt = 0 var/cheese_amt = 0 var/fries_amt = 0 var/classyalcdrink_amt = 0 var/alcdrink_amt = 0 var/bottle_amt = 0 var/soda_amt = 0 var/carton_amt = 0 var/pie_amt = 0 var/meatbreadslice_amt = 0 var/salad_amt = 0 var/miscfood_amt = 0 /obj/item/weapon/kitchen/utensil force = 5.0 w_class = 1.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 flags = FPRINT | TABLEPASS | CONDUCT origin_tech = "materials=1" /obj/item/weapon/kitchen/utensil/fork name = "fork" desc = "Pointy." icon_state = "fork" /obj/item/weapon/kitchen/utensil/knife name = "knife" desc = "Can cut through any food." icon_state = "knife" force = 10.0 throwforce = 10.0 /obj/item/weapon/kitchen/utensil/spoon name = "spoon" desc = "SPOON!" icon_state = "spoon" /obj/item/weapon/scalpel name = "scalpel" desc = "Cut, cut, and once more cut." icon = 'surgery.dmi' icon_state = "scalpel" flags = FPRINT | TABLEPASS | CONDUCT force = 10.0 w_class = 1.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 m_amt = 10000 g_amt = 5000 origin_tech = "materials=1;biotech=1" /obj/item/weapon/retractor name = "retractor" desc = "Retracts stuff." icon = 'surgery.dmi' icon_state = "retractor" flags = FPRINT | TABLEPASS | CONDUCT w_class = 1.0 origin_tech = "materials=1;biotech=1" /obj/item/weapon/hemostat name = "hemostat" desc = "You think you have seen this before." icon = 'surgery.dmi' icon_state = "hemostat" flags = FPRINT | TABLEPASS | CONDUCT w_class = 1.0 origin_tech = "materials=1;biotech=1" /obj/item/weapon/cautery name = "cautery" desc = "This stops bleeding." icon = 'surgery.dmi' icon_state = "cautery" flags = FPRINT | TABLEPASS | CONDUCT w_class = 1.0 origin_tech = "materials=1;biotech=1" /obj/item/weapon/surgicaldrill name = "surgical drill" desc = "You can drill using this item. You dig?" icon = 'surgery.dmi' icon_state = "drill" flags = FPRINT | TABLEPASS | CONDUCT w_class = 1.0 origin_tech = "materials=1;biotech=1" /obj/item/weapon/circular_saw name = "circular saw" desc = "For heavy duty cutting." icon = 'surgery.dmi' icon_state = "saw" flags = FPRINT | TABLEPASS | CONDUCT force = 15.0 w_class = 1.0 throwforce = 9.0 throw_speed = 3 throw_range = 5 m_amt = 20000 g_amt = 10000 origin_tech = "materials=1;biotech=1" /obj/item/weapon/syntiflesh name = "Syntiflesh" desc = "Meat that appears...strange..." icon = 'food.dmi' icon_state = "meat" flags = FPRINT | TABLEPASS | CONDUCT w_class = 1.0 origin_tech = "biotech=2" /obj/item/weapon/stamp desc = "A rubber stamp for stamping important documents." name = "rubber stamp" icon = 'items.dmi' icon_state = "stamp-qm" item_state = "stamp" flags = FPRINT | TABLEPASS throwforce = 0 w_class = 1.0 throw_speed = 7 throw_range = 15 m_amt = 60 /obj/item/weapon/stamp/captain name = "captain's rubber stamp" icon_state = "stamp-cap" /obj/item/weapon/stamp/hop name = "head of personnel's rubber stamp" icon_state = "stamp-hop" /obj/item/weapon/stamp/hos name = "head of security's rubber stamp" icon_state = "stamp-hos" /obj/item/weapon/stamp/ce name = "chief engineer's rubber stamp" icon_state = "stamp-ce" /obj/item/weapon/stamp/rd name = "research director's rubber stamp" icon_state = "stamp-rd" /obj/item/weapon/stamp/cmo name = "chief medical officer's rubber stamp" icon_state = "stamp-cmo" /obj/item/weapon/stamp/denied name = "DENIED rubber stamp" icon_state = "stamp-qm" /obj/item/weapon/stamp/clown name = "clown's rubber stamp" icon_state = "stamp-clown" /* /obj/item/weapon/cigarpacket name = "Pete's Cuban Cigars" desc = "The most robust cigars on the planet." icon = 'cigarettes.dmi' icon_state = "cigarpacket" item_state = "cigarpacket" w_class = 1 throwforce = 2 var/cigarcount = 6 flags = ONBELT | TABLEPASS */ /obj/item/weapon/mousetrap name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon = 'weapons.dmi' icon_state = "mousetrap" item_state = "mousetrap" w_class = 1 force = null throwforce = null var/armed = 0 origin_tech = "combat=1" /obj/item/weapon/mousetrap/armed icon_state = "mousetraparmed" armed = 1 /obj/item/weapon/dice // -- TLE name = "d6" desc = "A dice with six sides." var/sides = 6 icon_state = "dice" item_state = "dice" /obj/item/weapon/dice/d20 // -- TLE name = "d20" desc = "A dice with...hell that is many sides." sides = 20 icon_state = "d20" item_state = "dice" /obj/item/weapon/pai_cable desc = "A flexible coated cable with a universal jack on one end." desc = "Some spacey cable." name = "data cable" icon = 'power.dmi' icon_state = "wire1" var/obj/machinery/machine /obj/item/weapon/plastique name = "Plastic Explosives" desc = "Used to put holes in specific areas without too much extra hole." icon = 'assemblies.dmi' icon_state = "plastic-explosive0" item_state = "plasticx" flags = FPRINT | TABLEPASS | USEDELAY w_class = 2.0 origin_tech = "syndicate=2" var/timer = 10 var/atom/target = null ///////////////////////////////////////Stock Parts ///////////////////////////////// /obj/item/weapon/stock_parts name = "stock part" desc = "What?" icon = 'stock_parts.dmi' var/rating = 1 New() src.pixel_x = rand(-5.0, 5) src.pixel_y = rand(-5.0, 5) //Rank 1 /obj/item/weapon/stock_parts/console_screen name = "Console Screen" desc = "Used in the construction of computers and other devices with a interactive console." icon_state = "screen" origin_tech = "materials=1" g_amt = 200 /obj/item/weapon/stock_parts/capacitor name = "Capacitor" desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" origin_tech = "powerstorage=1" m_amt = 50 g_amt = 50 /obj/item/weapon/stock_parts/scanning_module name = "Scanning Module" desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" origin_tech = "magnets=1" m_amt = 50 g_amt = 20 /obj/item/weapon/stock_parts/manipulator name = "Micro-Manipulator" desc = "A tiny little manipulator used in the construction of certain devices." icon_state = "micro_mani" origin_tech = "materials=1;programming=1" m_amt = 30 /obj/item/weapon/stock_parts/micro_laser name = "Micro-laser" desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = "magnets=1" m_amt = 10 g_amt = 20 /obj/item/weapon/stock_parts/matter_bin name = "Matter Bin" desc = "A container for hold compressed matter awaiting re-construction." icon_state = "matter_bin" origin_tech = "materials=1" m_amt = 80 //Rank 2 /obj/item/weapon/stock_parts/capacitor/adv name = "Advanced Capacitor" desc = "An advanced capacitor used in the construction of a variety of devices." origin_tech = "powerstorage=3" rating = 2 m_amt = 50 g_amt = 50 /obj/item/weapon/stock_parts/scanning_module/adv name = "Advanced Scanning Module" desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" origin_tech = "magnets=3" rating = 2 m_amt = 50 g_amt = 20 /obj/item/weapon/stock_parts/manipulator/nano name = "Nano-Manipulator" desc = "A tiny little manipulator used in the construction of certain devices." icon_state = "micro_mani" origin_tech = "materials=3,programming=2" rating = 2 m_amt = 30 /obj/item/weapon/stock_parts/micro_laser/high name = "High-Power Micro-laser" desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = "magnets=3" rating = 2 m_amt = 10 g_amt = 20 /obj/item/weapon/stock_parts/matter_bin/adv name = "Advanced Matter Bin" desc = "A container for hold compressed matter awaiting re-construction." icon_state = "matter_bin" origin_tech = "materials=3" rating = 2 m_amt = 80 //Rating 3 /obj/item/weapon/stock_parts/capacitor/super name = "Super Capacitor" desc = "A super-high capacity capacitor used in the construction of a variety of devices." origin_tech = "powerstorage=5;materials=4" rating = 3 m_amt = 50 g_amt = 50 /obj/item/weapon/stock_parts/scanning_module/phasic name = "Phasic Scanning Module" desc = "A compact, high resolution phasic scanning module used in the construction of certain devices." origin_tech = "magnets=5" rating = 3 m_amt = 50 g_amt = 20 /obj/item/weapon/stock_parts/manipulator/pico name = "Pico-Manipulator" desc = "A tiny little manipulator used in the construction of certain devices." origin_tech = "materials=5,programming=2" rating = 3 m_amt = 30 /obj/item/weapon/stock_parts/micro_laser/ultra name = "Ultra-High-Power Micro-laser" desc = "A tiny laser used in certain devices." origin_tech = "magnets=5" rating = 3 m_amt = 10 g_amt = 20 /obj/item/weapon/stock_parts/matter_bin/super name = "Super Matter Bin" desc = "A container for hold compressed matter awaiting re-construction." origin_tech = "materials=5" rating = 3 m_amt = 80