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* Weapon names * Assault rile * More #coding_chat tweaks Realistically changing the typepath here is out of the scope of this PR, but it's such a small change and I'm editing the item already so... probably not worth making an entire separate PR for. * Missed these
251 lines
8.8 KiB
Plaintext
251 lines
8.8 KiB
Plaintext
/area/awaymission/UO71
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name = "UO71"
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icon_state = "away"
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report_alerts = FALSE
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tele_proof = TRUE
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/area/awaymission/UO71/plaza
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name = "UO71 Plaza"
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icon_state = "awaycontent1"
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fire = TRUE
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/area/awaymission/UO71/centralhall
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name = "UO71 Central"
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icon_state = "awaycontent2"
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fire = TRUE
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/area/awaymission/UO71/eng
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name = "UO71 Engineering"
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icon_state = "awaycontent3"
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fire = TRUE
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/area/awaymission/UO71/mining
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name = "UO71 Mining"
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icon_state = "awaycontent4"
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fire = TRUE
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/area/awaymission/UO71/science
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name = "UO71 Science"
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icon_state = "awaycontent5"
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fire = TRUE
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/area/awaymission/UO71/medical
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name = "UO71 Medical"
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icon_state = "awaycontent6"
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fire = TRUE
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/area/awaymission/UO71/gateway
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name = "UO71 Gateway"
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icon_state = "awaycontent7"
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fire = TRUE
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/area/awaymission/UO71/outside
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name = "UO71 Outside"
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icon_state = "awaycontent8"
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/area/awaymission/UO71/bridge
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name = "UO71 Bridge"
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icon_state = "awaycontent21"
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fire = TRUE
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requires_power = FALSE
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tele_proof = TRUE
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dynamic_lighting = DYNAMIC_LIGHTING_FORCED
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/area/awaymission/UO71/queen
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name = "UO71 Queen Lair"
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icon_state = "awaycontent9"
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fire = TRUE
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requires_power = FALSE
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tele_proof = TRUE
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dynamic_lighting = DYNAMIC_LIGHTING_FORCED
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/area/awaymission/UO71/prince
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name = "UO71 Prince Containment"
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icon_state = "awaycontent10"
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fire = TRUE
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requires_power = FALSE
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tele_proof = TRUE
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dynamic_lighting = DYNAMIC_LIGHTING_FORCED
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/area/awaymission/UO71/loot
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name = "UO71 Loot Vault"
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icon_state = "awaycontent11"
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requires_power = FALSE
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tele_proof = TRUE
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dynamic_lighting = DYNAMIC_LIGHTING_FORCED
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/obj/item/paper/terrorspiders1
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name = "paper - 'Sealed Facility'"
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info = {"<b>SEALED FACILITY</b><br>
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<br>
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This facility is sealed shut by order of Commander Marquez. Do not enter.<br>
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Terror spiders live here. We believe they are a weapon developed by the syndicate.<br>
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Any surviving personnel are to evacuate immediately via the gateway.<br>
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Any arriving response team is advised to use the ID Upgrade Machine to obtain local access.<br>
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"}
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/obj/item/paper/terrorspiders2
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name = "paper - 'The Trio of Terror'"
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info = {"<b>Status Report on the 'Terrors'</b><br>
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<br>
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All the spiders are deadly. We know this much already. Within an hour of their appearance, they have killed several staff.<br>
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Two, however, bear particular mention, as they appear to be leading the spider hivemind.<br>
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<br>
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The Prince is held in containment. He appears very aggressive, incredibly fast, strong, and durable. Extreme force and agility would be required to neutralize him.<br>
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It is likely the appearance of the prince was related to our initial aggression against the Queen. These things can THINK.<br>
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<br>
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The Queen cannot be contained. She lives in the old bar, south of mining. She continues to breed dangerous spiders at an alarming rate.<br>
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Many of her offspring are already roaming the compound, traveling through the vents. Contact with the team sent to subdue her has been lost.<br>
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<br>
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<br>
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Based on the situation, Commander, I advise immediate evacuation through the gateway.<br>
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-Research Director Simons<br>
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"}
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/obj/item/paper/terrorspiders3
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name = "paper - 'Final Report'"
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info = {"FROM: Field Agent 0738<br>
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TO: Syndicate #873589<br>
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SUBJECT: Mission Success<br>
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<br>
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I have seeded the Terror Queen egg in a dingy looking bar that bored engineers constructed near the mining tunnels.<br>
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No doubt she will grow soon.<br>
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<br>
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I have also placed the Prince egg nearby, injected with sedative. Hopefully the dimwitted NT scientists bring them back for study.<br>
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With any luck, the Queen will sense them telepathically, think NT is holding her prince hostage, and attack.<br>
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<br>
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I am going to extract out of the gateway before this all goes down.<br>
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I don't imagine the staff have very long to live once the Queen declares war on this place.<br>
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"}
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/obj/item/paper/terrorspiders4
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name = "paper - 'Prescription for Jones, David'"
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info = {"PRESCRIPTION FOR: David Jones<br>
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RANK: Miner<br>
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FOR: Charcoal<br>
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REASON FOR TREATMENT: Toxins in bloodstream<br>
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CAUSE: Bitten by a black terror spider.<br>
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TREATMENT PLAN: Take hourly. See Dr. Phloxi if symptoms persist more than three hours.<br>
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"}
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/obj/item/paper/terrorspiders5
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name = "paper - 'A Study in Terror'"
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info = {"<b>Findings Overview</b><br>
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<br>
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<p>Gray Spiders<br>Stealthy predators that ambush prey from vents. Otherwise weak.</p>
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<p>Red Spiders<br>Can kill anyone in melee, but slow.</p>
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<p>Green<br>Will lay eggs on dead bodies, breeding more spiders.</p>
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<p>Black<br>Even a single bite is enough to kill a humanoid, given time.</p>
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<p>White<br>Injects a parasitic agent. Deemed to pose too great an infection risk to study.</p>
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<p>Purple<br>Seen guarding key areas and important spiders. Appear to be territorial, and very dangerous.</p>
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<p>Prince<br>Held in containment. Appears to be a sort of super-warrior. Fast, strong, and thickly armored.</p>
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<p>Queen<br>Unable to contain. Present south of Cargo before contact was lost. Presumed ruler of the local hive.</p>
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"}
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/obj/item/paper/terrorspiders6
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name = "paper - 'A Study in Venom'"
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info = {"<b>Initial Report - Black Widow Venom</b><br>
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<br>
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Even a single bite kills within a few minutes. Immediate charcoal is necessary for the victim to survive.<br>
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The fascinating thing is that multiple bites actually cause rapid symptom onset. The victim quickly loses the ability to walk.<br>
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One test monkey went from perfect health to death in under 60 seconds - from 3 bites.<br>
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I am so very glad I'm not responsible for keeping these things contained."}
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/obj/item/paper/terrorspiders7
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name = "paper - 'Security Orders'"
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info = {"<b>Directives for Officer James</b><br>
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<br>
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1. Find a way to lift the bridge lockdown.<br>
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2. Kill any spiders you encounter.<br>
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3. Once on the bridge, open a path to the Queen in the south, and find a way to kill her, ending the infestation. <br>
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Good luck, Officer.<br>
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"}
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/obj/item/paper/terrorspiders8
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name = "paper - 'Last Words'"
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info = {"<b>The Last Words of Nurse Barnes</b><br>
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<br>
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It is too much. First Phil, then those damn spiders bite Mary too. Heaven help us. <br>
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I'll be evacuating as soon as I've grabbed my supplies. I had to pay for those myself. Stupid budget cuts. <br>
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The new world they've found for us isn't that hospitable, but at least there are no deadly spid---<br>
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(the writing trails off, as if the writer was interrupted)<br>
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"}
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/obj/item/gun/energy/laser/awaymission_aeg
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name = "wireless energy gun"
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desc = "An energy gun that recharges wirelessly during away missions. Does not work on the main station."
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force = 10
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origin_tech = null
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selfcharge = 1
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can_charge = 0
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// Selfcharge is enabled and disabled, and used as the away mission tracker
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selfcharge = TRUE
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/obj/item/gun/energy/laser/awaymission_aeg/Initialize(mapload)
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. = ..()
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// Force update it incase it spawns outside an away mission and shouldnt be charged
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onTransitZ(new_z = loc.z)
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/obj/item/gun/energy/laser/awaymission_aeg/onTransitZ(old_z, new_z)
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if(is_away_level(new_z))
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if(ismob(loc))
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to_chat(loc, "<span class='notice'>Your [src] activates, starting to draw power from a nearby wireless power source.</span>")
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selfcharge = TRUE
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else
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if(selfcharge)
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if(ismob(loc))
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to_chat(loc, "<span class='danger'>Your [src] deactivates, as it is out of range from its power source.</span>")
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cell.charge = 0
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selfcharge = FALSE
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update_icon()
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/obj/item/reagent_containers/glass/beaker/terror_black_toxin
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name = "beaker 'Black Terror Venom'"
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/obj/item/reagent_containers/glass/beaker/terror_black_toxin/New()
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..()
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reagents.add_reagent("terror_black_toxin", 50)
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update_icon()
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/obj/machinery/computer/id_upgrader
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name = "ID Upgrade Machine"
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icon_state = "guest"
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icon_screen = "pass"
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var/list/access_to_give = list(ACCESS_AWAY01)
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var/beenused = 0
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var/door_to_open = "UO71_Start"
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/obj/machinery/computer/id_upgrader/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/card/id))
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var/obj/item/card/id/D = I
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if(!access_to_give.len)
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to_chat(user, "<span class='notice'>This machine appears to be configured incorrectly.</span>")
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return
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var/did_upgrade = 0
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var/list/id_access = D.GetAccess()
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for(var/this_access in access_to_give)
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if(!(this_access in id_access))
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// don't have it - add it
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D.access |= this_access
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did_upgrade = 1
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if(did_upgrade)
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to_chat(user, "<span class='notice'>An access type was added to your ID card.</span>")
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if(beenused)
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return
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spawn(1)
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beenused = 1
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var/unlocked_something = 0
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for(var/obj/machinery/door/poddoor/P in GLOB.airlocks)
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if(P.density && P.id_tag == door_to_open && P.z == z)
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P.open()
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unlocked_something = 1
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if(unlocked_something)
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to_chat(user, "<span class='danger'>Activating the machine has unlocked a way forward!</span>")
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else
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to_chat(user, "<span class='notice'>Your ID card already has all the access this machine can give.</span>")
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return
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return ..()
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