/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