/obj/item/weapon name = "weapon" icon = 'weapons.dmi' /obj/item/weapon/rcd name = "rapid-construction-device (RCD)" desc = "A device used to rapidly build walls/floor." icon = 'items.dmi' icon_state = "rcd" opacity = 0 density = 0 anchored = 0.0 var/matter = 0 var/working = 0 var/mode = 1 flags = FPRINT | TABLEPASS| CONDUCT force = 10.0 throwforce = 10.0 throw_speed = 1 throw_range = 5 w_class = 3.0 m_amt = 50000 var/datum/effects/system/spark_spread/spark_system /obj/item/weapon/rcd_fake name = "rapid-construction-device (RCD)" desc = "A device used to rapidly build walls/floor." icon = 'items.dmi' icon_state = "rcd" opacity = 0 density = 0 anchored = 0.0 flags = FPRINT | TABLEPASS| CONDUCT force = 10.0 throwforce = 10.0 throw_speed = 1 throw_range = 5 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 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 /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 /obj/item/weapon/ammo/a357 desc = "There are 7 bullets left!" name = "ammo-357" icon_state = "357-7" amount_left = 7.0 /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 /obj/item/device/analyzer desc = "A hand-held environmental scanner which reports current gas levels." name = "analyzer" icon_state = "atmos" item_state = "analyzer" w_class = 2.0 flags = FPRINT | TABLEPASS| CONDUCT throwforce = 5 w_class = 2.0 throw_speed = 4 throw_range = 20 /obj/item/weapon/axe name = "Axe" desc = "An energised battle axe." icon_state = "axe0" var/active = 0.0 force = 40.0 throwforce = 25.0 throw_speed = 1 throw_range = 5 w_class = 3.0 flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS /obj/item/weapon/banana name = "Banana" desc = "A banana." icon = 'items.dmi' icon_state = "banana" item_state = "banana" throwforce = 0 w_class = 1.0 throw_speed = 4 throw_range = 20 /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/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 = 1 /obj/item/weapon/bedsheet name = "bedsheet" 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/weapon/medical name = "medical pack" icon = 'items.dmi' var/amount = 5 w_class = 1 throw_speed = 4 throw_range = 20 var/heal_brute = 0 var/heal_burn = 0 /obj/item/weapon/medical/bruise_pack name = "bruise pack" desc = "A pack designed to treat blunt-force trauma." icon_state = "brutepack" heal_brute = 60 /obj/item/weapon/medical/ointment name = "ointment" icon_state = "ointment" heal_burn = 40 /obj/item/weapon/c_tube name = "cardboard tube" 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" icon_state = "camera" var/last_pic = 1.0 item_state = "wrench" w_class = 2.0 /obj/item/weapon/card name = "card" icon = 'card.dmi' w_class = 1.0 var/list/files = list( ) /obj/item/weapon/card/data name = "data disk" icon_state = "data" var/function = "storage" var/data = "null" var/special = null item_state = "card-id" /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" /obj/item/weapon/card/id name = "identification card" icon_state = "id" item_state = "card-id" var/access = list() var/registered = null var/assignment = null /obj/item/weapon/card/id/gold name = "identification card" icon_state = "gold" item_state = "gold_id" /obj/item/weapon/card/id/syndicate name = "agent card" access = list(access_maint_tunnels) /obj/item/weapon/card/id/captains_spare name = "Captain's spare ID" icon_state = "gold" item_state = "gold_id" registered = "Captain" assignment = "Captain" New() access = get_access("Captain") ..() /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/clipboard name = "clipboard" 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" 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 #define MAXCOIL 30 /obj/item/weapon/cable_coil name = "cable coil" var/amount = MAXCOIL icon = 'power.dmi' icon_state = "coil" 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" /obj/item/weapon/cable_coil/cut icon = 'power.dmi' icon_state = "coil2" /obj/item/weapon/crowbar name = "crowbar" 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 /obj/item/weapon/disk name = "disk" icon = 'items.dmi' /obj/item/weapon/disk/nuclear name = "Nuclear Authentication Disk" 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" 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" 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" icon = 'items.dmi' icon_state = "fcardholder0" item_state = "clipboard" /obj/item/weapon/flashbang desc = "It is set to detonate in 3 seconds." name = "flashbang" icon = 'grenade.dmi' icon_state = "flashbang" var/state = null var/det_time = 30.0 w_class = 2.0 item_state = "flashbang" throw_speed = 4 throw_range = 20 flags = FPRINT | TABLEPASS | CONDUCT | ONBELT /obj/item/weapon/empgrenade desc = "It is set to detonate in 5 seconds." name = "emp grenade" var/state = null var/det_time = 50.0 w_class = 2.0 icon = 'device.dmi' icon_state = "emp" item_state = "emp" throw_speed = 4 throw_range = 20 flags = FPRINT | TABLEPASS | CONDUCT | ONBELT /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" 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 /obj/item/weapon/gun/energy name = "energy" var/charges = 10.0 var/maximum_charges = 10.0 /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 /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 /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 /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 /obj/item/weapon/gun/energy/laser_gun/captain icon_state = "caplaser" force = 10 /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 /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 /obj/item/weapon/hand_tele name = "hand tele" 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 /obj/item/weapon/handcuffs name = "handcuffs" 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 /obj/item/weapon/implant name = "implant" var/implanted = null var/color = "b" /obj/item/weapon/implant/freedom name = "freedom" var/uses = 1.0 color = "r" var/activation_emote = "chuckle" /obj/item/weapon/implant/tracking name = "tracking" var/frequency = 1451 var/id = 1.0 /obj/item/weapon/implantcase name = "Glass Case" icon_state = "implantcase-0" var/obj/item/weapon/implant/imp = null item_state = "implantcase" throw_speed = 1 throw_range = 5 w_class = 1.0 /obj/item/weapon/implantcase/tracking name = "Glass Case- 'Tracking'" icon = 'items.dmi' icon_state = "implantcase-b" /obj/item/weapon/implanter name = "implanter" icon = 'items.dmi' icon_state = "implanter0" var/obj/item/weapon/implant/imp = null item_state = "syringe_0" throw_speed = 1 throw_range = 5 w_class = 2.0 /obj/item/weapon/implantpad name = "implantpad" icon = 'items.dmi' icon_state = "implantpad-0" var/obj/item/weapon/implantcase/case = null var/broadcasting = null var/listening = 1.0 item_state = "electronic" throw_speed = 1 throw_range = 5 w_class = 2.0 /obj/item/weapon/locator name = "locator" 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 /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/paint name = "Paint Can" icon = 'old_or_unused.dmi' icon_state = "paint_neutral" var/color = "neutral" item_state = "paintcan" w_class = 3.0 /obj/item/weapon/paper name = "Paper" icon = 'items.dmi' icon_state = "paper" var/info = null throwforce = 0 w_class = 1.0 throw_speed = 3 throw_range = 15 layer = 4 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/paper/Internal name = "paper- 'Internal Atmosphere Operating Instructions'" info = "Equipment:
\n\t1+ Tank(s) with appropriate atmosphere
\n\t1 Gas Mask w regulator (standard issue)
\n
\nProcedure:
\n\t1. Wear mask
\n\t2. Attach oxygen tank pipe to regulater (automatic))
\n\t3. Set internal!
\n
\nNotes:
\n\tDon't forget to stop internal when tank is low by
\n\tremoving internal!
\n
\n\tDo not use a tank that has a high concentration of toxins.
\n\tThe filters shut down on internal mode!
\n
\n\tWhen exiting a high danger environment it is advised
\n\tthat you exit through a decontamination zone!
\n
\n\tRefill a tank at a oxygen canister by equiping the tank (Double Click)
\n\tthen 'attacking' the canister (Double Click the canister)." /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/Map name = "paper- 'Station Blueprint'" var/map_graphic = 'map.png' info = {"
CQ: Crew Quarters
L: Lounge
CH: Chapel
ENG: Engine Area
EC: Engine Control
ES: Engine Storage
GR: Generator Room
MB: Medical Bay
MR: Medical Research
TR: Toxin Research
TS: Toxin Storage
AC: Atmospheric Control
SEC: Security
SB: Shuttle Bay SA: Shuttle Airlock
S: Storage
CR: Control Room
EV: EVA Storage
AE: Aux. Engine
P: Podbay
NA: North Airlock
SC: Solar Control
ASC: Aux. Solar Control
"} /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." /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/engine name = "paper- 'Generator Startup Procedure'" info = {"Thermo-Electric Generator Startup Procedure for Mark I Plasma-Fired Engines
Warning! Improper engine and generator operation may cause exposure to hazardous gasses, extremes of heat and cold, and dangerous electrical voltages.
Only trained personnel should operate station systems. Follow all procedures carefully. Wear correct personal protective equipment at all times.
Refer to your supervisor or Head of Personnel for procedure updates and additional information.
Standard checklist for engine and generator cold-start.
  1. Perform visual inspection of external (cooling) and internal (heating) heat-exchange pipe loops. Refer any breaks or cracks in the pipe to Station Maintenance for repair before continuing.
  2. Connect a CO2 canister to the external (cooling) loop connector, and release the contents. Check loop pressurization is stable.
    Note: Observe standard canister safety procedures.
    Note: Other gasses may be substituted as a medium in the external (cooling) loop in the event that CO2 is not available.
  3. Connect a CO2 canister to the internal (heating) loop connector, and release the contents. Check loop pressurization is stable.
    Note: Observe standard canister safety procedures.
    Note: Nitrogen may be substituted as a medium in the internal (heating) loop in the event that CO2 is not available. Do not use plasma in the internal (heating) pipe loop as an unsafe condition may result.
  4. Using the thermo-electric generator (TEG) master control panel, engage the internal and external loop circulator pumps at 1% maximum rate.
  5. Ignite the engine. Refer to document NTRSN-113-H9-12939 for proper engine preparation, ignition, and plasma-oxygen loading procedures.
    Note: Exceeding recommended plasma-oxygen concentrations can cause engine damage and potential hazards.
  6. Monitor engine temperatures until stable operation is achieved.
  7. Increase internal and external circulator pumps to 10% of maximum rate. Monitor the generated power output on the TEG control panel.
    Note: Consult appendix A for expected electrical generation rates.
  8. Adjust circulator rates until required electrical demand is met.
    Note: Generation rate varies with internal and external loop temperatures, exchange media pressure, and engine geometry. Refer to Appendix B or your supervisor for locally determined optimal settings.
    Note: Do not exceed safety ratings for station power cabling and electrical equipment.
  9. With the power generation rate stable, engage charging of the superconducting magnetic energy storage (SMES) devices. Total SMES charging rate should not exceed total power generation rate, or an overload condition may occur. "} /obj/item/weapon/paper_bin name = "Paper Bin" 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 = 60 /obj/item/weapon/pen/sleepypen desc = "It's a normal black ink pen with a sharp point." flags = FPRINT | ONBELT | TABLEPASS | OPENCONTAINER /obj/item/weapon/rack_parts name = "rack parts" icon = 'items.dmi' icon_state = "rack_parts" flags = FPRINT | TABLEPASS| CONDUCT /obj/item/weapon/rods name = "rods" icon = 'items.dmi' icon_state = "rods" var/amount = 1.0 flags = FPRINT | TABLEPASS| CONDUCT w_class = 3.0 force = 9.0 throwforce = 15.0 throw_speed = 5 throw_range = 20 m_amt = 1875 /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" 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" /obj/item/weapon/sheet name = "sheet" icon = 'items.dmi' var/amount = 1.0 var/length = 2.5 var/width = 1.5 var/height = 0.01 flags = FPRINT | TABLEPASS throwforce = 5.0 throw_speed = 1 throw_range = 4 w_class = 4.0 /obj/item/weapon/sheet/glass name = "glass" icon_state = "sheet-glass" force = 5.0 g_amt = 3750 throwforce = 5 w_class = 3.0 throw_speed = 3 throw_range = 3 /obj/item/weapon/sheet/rglass name = "reinforced glass" icon_state = "sheet-rglass" item_state = "sheet-rglass" force = 6.0 g_amt = 3750 m_amt = 1875 throwforce = 5 w_class = 3.0 throw_speed = 3 throw_range = 3 /obj/item/weapon/sheet/metal name = "metal" icon_state = "sheet-metal" desc = "A heavy sheet of metal." throwforce = 14.0 m_amt = 3750 throwforce = 10.0 throw_speed = 1 throw_range = 4 w_class = 3.0 flags = FPRINT | TABLEPASS | CONDUCT /obj/item/weapon/sheet/r_metal name = "reinforced metal" desc = "A very heavy sheet of metal." icon_state = "sheet-r_metal" force = 5.0 throwforce = 14.0 item_state = "sheet-metal" m_amt = 7500 throwforce = 15.0 throw_speed = 1 throw_range = 4 w_class = 3.0 flags = FPRINT | TABLEPASS | CONDUCT /obj/item/weapon/syndicate_uplink name = "station bounced radio" icon = 'device.dmi' icon_state = "radio" var/temp = null var/uses = 10.0 var/selfdestruct = 0.0 var/traitor_frequency = 0.0 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 /obj/item/weapon/SWF_uplink name = "station bounced radio" icon = 'device.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 /obj/item/weapon/staff name = "wizards staff" 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/sword name = "energy sword" icon_state = "sword0" var/active = 0.0 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" icon = 'items.dmi' icon_state = "table_parts" flags = FPRINT | TABLEPASS| CONDUCT /obj/item/weapon/table_parts/reinforced name = "table parts" icon = 'items.dmi' icon_state = "reinf_tableparts" flags = FPRINT | TABLEPASS| CONDUCT /obj/item/weapon/tank name = "tank" icon = 'tank.dmi' var/datum/gas_mixture/air_contents = null var/distribute_pressure = ONE_ATMOSPHERE flags = FPRINT | TABLEPASS | CONDUCT | ONBACK pressure_resistance = ONE_ATMOSPHERE*5 force = 5.0 throwforce = 10.0 throw_speed = 1 throw_range = 4 /obj/item/weapon/tank/anesthetic name = "Gas Tank (Sleeping Agent)" icon_state = "anesthetic" /obj/item/weapon/tank/jetpack name = "Jetpack (Oxygen)" icon_state = "jetpack0" var/on = 0.0 w_class = 4.0 item_state = "jetpack" var/datum/effects/system/ion_trail_follow/ion_trail /obj/item/weapon/tank/oxygen name = "Gas Tank (Oxygen)" icon_state = "oxygen" /obj/item/weapon/tank/air name = "Gas Tank (Air Mix)" icon_state = "oxygen" /obj/item/weapon/tank/plasma name = "Gas Tank (BIOHAZARD)" icon_state = "plasma" /obj/item/weapon/tank/emergency_oxygen name = "emergency oxygentank" icon_state = "emergency" flags = FPRINT | TABLEPASS | ONBELT | CONDUCT w_class = 2.5 force = 4.0 /obj/item/weapon/tile name = "steel floor tile" desc = "... Those could work as a pretty decent throwing weapon" icon = 'items.dmi' icon_state = "tile" var/amount = 1.0 w_class = 3.0 throw_speed = 5 throw_range = 20 force = 6.0 throwforce = 15.0 /obj/item/weapon/teleportation_scroll name = "Teleportation Scroll" icon = 'items.dmi' icon_state = "paper" var/uses = 4.0 flags = FPRINT | TABLEPASS w_class = 2.0 item_state = "paper" throw_speed = 4 throw_range = 20 /obj/item/weapon/weldingtool name = "weldingtool" icon = 'items.dmi' icon_state = "welder" var/welding = 0.0 var/status = 0 //flamethrower construction :shobon: flags = FPRINT | TABLEPASS| CONDUCT force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 m_amt = 30 g_amt = 30 /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/wirecutters name = "wirecutters" icon = 'items.dmi' icon_state = "cutters" flags = FPRINT | TABLEPASS| CONDUCT force = 6.0 throw_speed = 2 throw_range = 9 w_class = 2.0 m_amt = 80 /obj/item/weapon/wrapping_paper name = "wrapping paper" icon = 'items.dmi' icon_state = "wrap_paper" var/amount = 20.0 /obj/item/weapon/wrench name = "wrench" icon = 'items.dmi' icon_state = "wrench" flags = FPRINT | TABLEPASS| CONDUCT force = 5.0 throwforce = 7.0 w_class = 2.0 m_amt = 150 /obj/item/weapon/cell name = "power cell" desc = "A rechargable electrochemical power cell." icon = 'power.dmi' icon_state = "cell" item_state = "cell" 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 var/rigged = 0 // true if rigged to explode /obj/item/weapon/cell/robotcrate maxcharge = 10000 /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" 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" 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 /obj/item/weapon/tray name = "Tray" icon = 'food.dmi' icon_state = "tray" desc = "A metal 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 /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 /obj/item/weapon/kitchen/utensil/fork name = "fork" icon_state = "fork" /obj/item/weapon/kitchen/utensil/knife name = "knife" 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" 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 /obj/item/weapon/circular_saw name = "circular saw" icon = 'surgery.dmi' icon_state = "saw1" 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 /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/cigpacket name = "Cigarette packet" desc = "The most popular brand of Space Cigarettes, sponsors of the Space Olympics." icon = 'cigarettes.dmi' icon_state = "cigpacket" item_state = "cigpacket" w_class = 1 throwforce = 2 var/cigcount = 6 flags = ONBELT | TABLEPASS /obj/item/weapon/cigbutt name = "Cigarette butt" desc = "A manky old cigarette butt." icon = 'cigarettes.dmi' icon_state = "cigbutt" w_class = 1 throwforce = 1 /obj/item/weapon/zippo name = "Zippo lighter" desc = "The detective's zippo." icon = 'items.dmi' icon_state = "zippo" item_state = "zippo" w_class = 1 throwforce = 4 var/lit = 0 flags = ONBELT | TABLEPASS | CONDUCT /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 /obj/item/weapon/mousetrap/armed icon_state = "mousetraparmed" armed = 1 /obj/item/weapon/dice // -- TLE name = "d6" var/sides = 6 icon_state = "dice" item_state = "dice" /obj/item/weapon/dice/d20 // -- TLE name = "d20" sides = 20 icon_state = "d20" item_state = "dice" /obj/item/weapon/grown // Grown weapons name = "grown_weapon" icon = 'weapons.dmi' var/seed = "" var/plantname = "" var/productname = "" var/species = "" var/lifespan = 20 var/endurance = 15 var/maturation = 7 var/production = 7 var/yield = 2 var/potency = -1 var/plant_type = 0 /obj/item/weapon/grown/nettle // -- Skie desc = "This is a nettle. It's probably not wise to touch it with bare hands..." icon = 'weapons.dmi' name = "Nettle" icon_state = "nettle" damtype = "fire" force = 15 flags = TABLEPASS throwforce = 1 w_class = 1.0 throw_speed = 1 throw_range = 3 plant_type = 1 seed = "/obj/item/seeds/nettleseed" /obj/item/weapon/grown/deathnettle // -- Skie desc = "The \red glowing \black nettle incites \redrage\black in you just from looking at it!" icon = 'weapons.dmi' name = "Deathnettle" icon_state = "deathnettle" damtype = "fire" force = 30 flags = TABLEPASS throwforce = 1 w_class = 1.0 throw_speed = 1 throw_range = 3 plant_type = 1 seed = "/obj/item/seeds/deathnettleseed" /obj/item/weapon/plantbgone // -- Skie desc = "Plant-B-Gone! Kill those pesky weeds!" icon = 'hydroponics.dmi' name = "Plant-B-Gone" icon_state = "plantbgone" item_state = "plantbgone" flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY throwforce = 3 w_class = 2.0 throw_speed = 2 throw_range = 10 /obj/item/weapon/weedspray // -- Skie desc = "Toxic mixture in spray form to kill small weeds." icon = 'hydroponics.dmi' name = "Weed Spray" icon_state = "weedspray" item_state = "weedspray" flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY throwforce = 4 w_class = 2.0 throw_speed = 2 throw_range = 10 var/toxicity = 4 var/WeedKillStr = 2 /obj/item/weapon/pestspray // -- Skie desc = "Pest eliminator spray! Do not inhale!" icon = 'hydroponics.dmi' name = "Pest Spray" icon_state = "pestspray" item_state = "pestspray" flags = ONBELT|TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY throwforce = 4 w_class = 2.0 throw_speed = 2 throw_range = 10 var/toxicity = 4 var/PestKillStr = 2