/obj/item/weapon/storage/backpack name = "backpack" desc = "You wear this on your back and put items into it." icon_state = "backpack" w_class = 4.0 flags = 259.0 max_w_class = 3 max_combined_w_class = 21 /obj/item/weapon/storage/backpack/cultpack name = "trophy rack" desc = "It's useful for both carrying extra gear and proudly declaring your insanity." icon_state = "cultpack" /obj/item/weapon/storage/trashbag name = "trash bag" desc = "It's the heavy-duty black polymer kind. Time to take out the trash!" icon_state = "trashbag" item_state = "trashbag" w_class = 4.0 storage_slots = 20 max_w_class = 1 max_combined_w_class = 20 /* /obj/item/weapon/storage/lbe name = "Load Bearing Equipment" desc = "You wear these on your thighs, they help carry heavy loads." icon_state = "backpack" //PLACEHOLDER w_class = 2.0 max_combined_w_class = 17 */ /obj/item/weapon/storage/pill_bottle name = "pill bottle" desc = "It's an airtight container for storing medication." icon_state = "pill_canister" icon = 'chemical.dmi' item_state = "contsolid" w_class = 2.0 can_hold = list("/obj/item/weapon/reagent_containers/pill") var/mode = 1 // pickup mode /obj/item/weapon/storage/dice name = "pack of dice" desc = "It's a small container with dice inside." icon_state = "pill_canister" icon = 'chemical.dmi' item_state = "contsolid" w_class = 2.0 can_hold = list("/obj/item/weapon/dice") /obj/item/weapon/storage/box name = "box" desc = "It's just an ordinary box." icon_state = "box" item_state = "syringe_kit" /obj/item/weapon/storage/box/engineer /obj/item/weapon/storage/box/medic name = "anesthetic box" desc = "Full of masks and emergency anesthetic tanks." /obj/item/weapon/storage/box/syndicate /obj/item/weapon/storage/box/ert name = "medical box" desc = "Full of goodness." icon_state = "implant" item_state = "syringe_kit" /obj/item/weapon/storage/cupbox name = "box of paper cups" desc = "It has pictures of paper cups on the front." icon_state = "box" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap New() ..() new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) /obj/item/weapon/storage/pillbottlebox name = "box of pill bottles" desc = "It has pictures of pill bottles on its front." icon_state = "box" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/blankbox name = "box of blank shells" desc = "It has a picture of a gun and several warning symbols on the front." icon_state = "box" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/backpack/clown name = "Giggles Von Honkerton" desc = "It's a backpack made by Honk! Co." icon_state = "clownpack" /obj/item/weapon/storage/backpack/medic name = "medical backpack" desc = "It's a backpack especially designed for use in a sterile environment." icon_state = "medicalpack" /obj/item/weapon/storage/backpack/medic/full //Spawns with 2 boxes of ERT gear, a box of ERT gear and a hypo, and a box of anesthetic. New() ..() new /obj/item/weapon/reagent_containers/hypospray/ert(src) for(var/i = 1, i <=2, i++) new /obj/item/weapon/storage/box/ert(src) new /obj/item/weapon/storage/box/medic(src) new /obj/item/weapon/storage/belt/medical(src) return /obj/item/weapon/storage/backpack/security name = "security backpack" desc = "It's a very robust backpack." icon_state = "securitypack" /obj/item/weapon/storage/backpack/satchel name = "satchel" desc = "It's a very robust satchel to wear on your back." icon_state = "satchel" New() ..() /obj/item/weapon/storage/backpack/bandolier name = "bandolier" desc = "It's a very old bandolier to wear on your back." icon_state = "bandolier" /obj/item/weapon/storage/backpack/medicalsatchel name = "medic's satchel" desc = "Easy to access medical satchel for quick responses." icon_state = "medicalsatchel" /obj/item/weapon/storage/backpack/industrial name = "industrial backpack" desc = "It's a tough backpack for the daily grind of station life." icon_state = "engiepack" /obj/item/weapon/storage/backpack/industrial/full name = "loaded industrial backpack" desc = "A tough backpack for the daily grind, full of gear" icon_state = "engiepack" //Spawns with 2 glass, 2 metal, 1 steel, and 2 special boxes. New() ..() for(var/i = 1, i <=2, i++) var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src) G.amount = 50 G.loc = src for(var/i = 1, i <=2, i++) var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src) G.amount = 50 G.loc = src var/obj/item/stack/sheet/plasteel/R = new /obj/item/stack/sheet/plasteel(src) R.amount = 50 R.loc = src var/obj/item/weapon/storage/box/B1 = new /obj/item/weapon/storage/box(src) B1.name = "power and airlock circuit box" B1.desc = "Bursting with repair gear" B1.w_class = 2 for(var/i = 1, i <= 7, i++) if(i < 4) var/obj/item/weapon/module/power_control/P = new /obj/item/weapon/module/power_control(B1) P.loc = B1 if(i >= 4) var/obj/item/weapon/airlock_electronics/P = new /obj/item/weapon/airlock_electronics(B1) P.loc = B1 var/obj/item/weapon/storage/box/B2 = new /obj/item/weapon/storage/box(src) B2.name = "power cells and wire box" B2.desc = "Bursting with repair gear" B2.w_class = 2 var/color = pick("red","yellow","green","blue") for(var/i = 1, i <= 7, i++) if(i < 4) var/obj/item/weapon/cable_coil/P = new /obj/item/weapon/cable_coil(B2,30,color) P.loc = B2 if(i >= 4) var/obj/item/weapon/cell/P = new /obj/item/weapon/cell(B2) P.maxcharge = 15000 P.charge = 15000 P.updateicon() P.loc = B2 return /obj/item/weapon/storage/briefcase name = "briefcase" desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional." icon_state = "briefcase" flags = FPRINT | TABLEPASS| CONDUCT force = 8.0 throw_speed = 1 throw_range = 4 w_class = 4.0 max_w_class = 3 max_combined_w_class = 16 /obj/item/weapon/storage/wallet name = "wallet" desc = "It can hold a few small and personal things." storage_slots = 4 icon_state = "wallet" can_hold = list( "/obj/item/weapon/spacecash", "/obj/item/weapon/card", "/obj/item/clothing/mask/cigarette", "/obj/item/device/flashlight/pen", "/obj/item/seeds", "/obj/item/stack/medical", "/obj/item/toy/crayon", "/obj/item/weapon/coin", "/obj/item/weapon/dice", "/obj/item/weapon/disk", "/obj/item/weapon/implanter", "/obj/item/weapon/lighter", "/obj/item/weapon/match", "/obj/item/weapon/paper", "/obj/item/weapon/pen", "/obj/item/weapon/photo", "/obj/item/weapon/reagent_containers/dropper", "/obj/item/weapon/screwdriver", "/obj/item/weapon/stamp") attackby(obj/item/A as obj, mob/user as mob) ..() update_icon() return update_icon() for(var/obj/item/weapon/card/id/ID in contents) if(ID.icon_state == "gold") icon_state = "walletid_gold" return else if(ID.icon_state == "id") icon_state = "walletid" return icon_state = "wallet" proc/get_id() for(var/obj/item/weapon/card/id/ID in contents) if(istype(ID)) return ID /obj/item/weapon/storage/wallet/random/New() ..() var/item1_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500) var/item2_type if(prob(50)) item2_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500) var/item3_type = pick( /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron ) spawn(2) if(item1_type) new item1_type(src) if(item2_type) new item2_type(src) if(item3_type) new item3_type(src) /obj/item/weapon/storage/disk_kit name = "box of data disks" desc = "It has a picture of a data disk on it." icon_state = "id" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/disk_kit/disks /obj/item/weapon/storage/disk_kit/disks2 /obj/item/weapon/storage/fcard_kit name = "box of fingerprint cards" desc = "It has a picture of a fingerprint on each of its faces." icon_state = "id" item_state = "syringe_kit" /obj/item/weapon/storage/firstaid name = "first-aid kit" desc = "In case of injury." icon_state = "firstaid" throw_speed = 2 throw_range = 8 var/empty = 0 /obj/item/weapon/storage/firstaid/fire name = "fire first-aid kit" desc = "Contains burn treatments." icon_state = "ointment" item_state = "firstaid-ointment" /obj/item/weapon/storage/firstaid/regular icon_state = "firstaid" /obj/item/weapon/storage/syringes name = "syringes" desc = "A box full of syringes." desc = "A biohazard alert warning is printed on the box" icon_state = "syringe" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/firstaid/toxin name = "Toxin First Aid" desc = "Contains anti-toxin medication." icon_state = "antitoxin" item_state = "firstaid-toxin" /obj/item/weapon/storage/firstaid/o2 name = "Oxygen Deprivation First Aid" desc = "Contains oxygen deprivation medication." icon_state = "o2" item_state = "firstaid-o2" /obj/item/weapon/storage/firstaid/adv name = "advanced first-aid kit" desc = "Contains advanced medical treatments." icon_state = "o2" item_state = "firstaid-advanced" /obj/item/weapon/storage/flashbang_kit name = "Flashbangs (WARNING)" desc = "WARNING: Do not use without reading these preautions!\nThese devices are extremely dangerous and can cause blindness or deafness if used incorrectly.\nThe chemicals contained in these devices have been tuned for maximal effectiveness and due to\nextreme safety precuaiotn shave been incased in a tamper-proof pack. DO NOT ATTEMPT TO OPEN\nFLASH WARNING: Do not use continually. Excercise extreme care when detonating in closed spaces.\n\tMake attemtps not to detonate withing range of 2 meters of the intended target. It is imperative\n\tthat the targets visit a medical professional after usage. Damage to eyes increases extremely per\n\tuse and according to range. Glasses with flash resistant filters DO NOT always work on high powered\n\tflash devices such as this. EXERCISE CAUTION REGARDLESS OF CIRCUMSTANCES\nSOUND WARNING: Do not use continually. Visit a medical professional if hearing is lost.\n\tThere is a slight chance per use of complete deafness. Exercise caution and restraint.\nSTUN WARNING: If the intended or unintended target is too close to detonation the resulting sound\n\tand flash have been known to cause extreme sensory overload resulting in temporary\n\tincapacitation.\nDO NOT USE CONTINUALLY\nOperating Directions:\n\t1. Pull detonnation pin. ONCE THE PIN IS PULLED THE GRENADE CAN NOT BE DISARMED!\n\t2. Throw grenade. NEVER HOLD A LIVE FLASHBANG\n\t3. The grenade will detonste 10 seconds hafter being primed. EXCERCISE CAUTION\n\t-Never prime another grenade until after the first is detonated\nNote: Usage of this pyrotechnic device without authorization is an extreme offense and can\nresult in severe punishment upwards of 10 years in prison per use.\n\nDefault 3 second wait till from prime to detonation. This can be switched with a screwdriver\nto 10 seconds.\n\nCopyright of Nanotrasen Industries- Military Armnaments Division\nThis device was created by Nanotrasen Labs a member of the Expert Advisor Corporation" icon_state = "flashbang" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/emp_kit name = "emp grenades" desc = "A box with 5 emp grenades." icon_state = "flashbang" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/gl_kit name = "Prescription Glasses" desc = "This box contains vison correcting glasses." icon_state = "glasses" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/seccart_kit name = "Spare R.O.B.U.S.T. Cartridges" desc = "A box full of R.O.B.U.S.T. Cartridges, used by Security." icon = 'pda.dmi' icon_state = "pdabox" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/handcuff_kit name = "Spare Handcuffs" desc = "A box full of handcuffs." icon_state = "handcuff" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/id_kit name = "Spare IDs" desc = "Has many empty IDs." icon_state = "id" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/lglo_kit name = "Latex Gloves" desc = "Contains white gloves." icon_state = "latex" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/injectbox name = "DNA-Injectors" desc = "This box contains injectors it seems." icon_state = "box" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/stma_kit name = "Sterile Masks" desc = "This box contains masks of +2 constitution." //I made it better. --SkyMarshal icon_state = "mask" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/trackimp_kit name = "Tracking Implant Kit" desc = "Box full of tracking implants." icon_state = "implant" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/chemimp_kit name = "Chemical Implant Kit" desc = "Box of stuff used to implant chemicals." icon_state = "implant" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/deathalarm_kit name = "Death Alarm Kit" desc = "Box of stuff used to implant death alarms." icon_state = "implant" item_state = "syringe_kit" New() ..() new /obj/item/weapon/implanter(src) new /obj/item/weapon/implantcase/death_alarm(src) new /obj/item/weapon/implantcase/death_alarm(src) new /obj/item/weapon/implantcase/death_alarm(src) new /obj/item/weapon/implantcase/death_alarm(src) new /obj/item/weapon/implantcase/death_alarm(src) new /obj/item/weapon/implantcase/death_alarm(src) /obj/item/weapon/storage/toolbox name = "toolbox" desc = "Danger. Very heavy." icon = 'storage.dmi' icon_state = "red" item_state = "toolbox_red" flags = FPRINT | TABLEPASS| CONDUCT force = 10.0 throwforce = 10.0 throw_speed = 1 throw_range = 7 w_class = 4.0 origin_tech = "combat=1" var/selfdamage = 0 /obj/item/weapon/storage/toolbox/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) if(contents.len && istype(user.loc, /turf) && prob(10)) // have a chance to swing open user.visible_message("\red \The [src] swings wide open and its contents are scattered on the floor!") for(var/obj/O in contents) O.loc = user.loc O.layer = OBJ_LAYER if(prob(50)) step_rand(O) ..() /obj/item/weapon/storage/toolbox/emergency name = "emergency toolbox" desc = "A toolbox for emergencies" icon_state = "red" item_state = "toolbox_red" /obj/item/weapon/storage/toolbox/mechanical name = "mechanical toolbox" desc = "A toolbox for holding tools about machinery." icon_state = "blue" item_state = "toolbox_blue" /obj/item/weapon/storage/toolbox/electrical name = "electrical toolbox" desc = "A toolbox for holding tools about electronics." icon_state = "yellow" item_state = "toolbox_yellow" /obj/item/weapon/storage/PCMBox name = "spare power control modules" desc = "A box of spare power control module circuit boards." icon = 'storage.dmi' icon_state = "circuit" item_state = "syringe_kit" /obj/item/weapon/storage/toolbox/syndicate name = "suspicious looking toolbox" desc = "You have no idea what this is." icon_state = "syndicate" item_state = "toolbox_syndi" origin_tech = "combat=1;syndicate=1" force = 14.0 /obj/item/weapon/storage/book name = "book" icon = 'library.dmi' icon_state ="book" throw_speed = 1 throw_range = 5 w_class = 2.0 max_w_class = 1 max_combined_w_class = 3 storage_slots = 3 flags = FPRINT | TABLEPASS /obj/item/weapon/storage/bible name = "bible" desc = "Holds the word of religion." icon_state ="bible" throw_speed = 1 throw_range = 5 w_class = 2.0 max_w_class = 1 max_combined_w_class = 7 storage_slots = 7 flags = FPRINT | TABLEPASS var/mob/affecting = null var/deity_name = "Christ" /obj/item/weapon/storage/bible/booze name = "bible" desc = "Holds the word of religion." icon_state ="bible" /obj/item/weapon/storage/bible/tajaran name = "The Holy Book of S'rendarr" desc = "Holds the word of religion." icon_state ="koran" /obj/item/weapon/storage/mousetraps name = "box of Pest-B-Gon Mousetraps" desc = "WARNING: Keep out of reach of children." icon_state = "mousetraps" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/donkpocket_kit name = "box of donk-pockets" desc = "Instructions: Heat in microwave. Product will cool if not eaten within seven minutes." icon_state = "donk_kit" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/condimentbottles name = "box of condiment bottles" desc = "It has a large ketchup smear on it." icon_state = "box" item_state = "syringe_kit" foldable = /obj/item/stack/sheet/cardboard //BubbleWrap /obj/item/weapon/storage/drinkingglasses name = "box of drinking glasses" desc = "It has a picture of drinking glasses on it." icon_state = "box" item_state = "syringe_kit" /obj/structure/closet/syndicate/resources/ desc = "It's an emergency storage closet for repairs." /obj/structure/closet/syndicate/resources/New() ..() var/list/resources_common = list( /obj/item/stack/sheet/metal, /obj/item/stack/sheet/glass, /obj/item/stack/sheet/plasteel, /obj/item/stack/rods ) var/list/resources_rare = list( /obj/item/stack/sheet/gold, /obj/item/stack/sheet/silver, /obj/item/stack/sheet/plasma, /obj/item/stack/sheet/uranium, /obj/item/stack/sheet/diamond ) sleep(2) for(var/i = 0, i<2, i++) for(var/res in resources_common) var/obj/item/stack/R = new res(src) R.amount = rand(40,R.max_amount) for(var/res in resources_rare) var/obj/item/stack/R = new res(src) R.amount = rand(10,25) return /obj/structure/closet/syndicate/resources/everything desc = "It's an emergency storage closet for repairs." /obj/structure/closet/syndicate/resources/everything/New() var/list/resources = list( /obj/item/stack/sheet/metal, /obj/item/stack/sheet/glass, /obj/item/stack/sheet/gold, /obj/item/stack/sheet/silver, /obj/item/stack/sheet/plasma, /obj/item/stack/sheet/uranium, /obj/item/stack/sheet/diamond, /obj/item/stack/sheet/clown, /obj/item/stack/sheet/plasteel, /obj/item/stack/rods ) sleep(2) for(var/i = 0, i<2, i++) for(var/res in resources) var/obj/item/stack/R = new res(src) R.amount = R.max_amount return // Belt Bags/Satchels /obj/item/weapon/storage/backpack/satchel_norm name = "satchel" desc = "A trendy looking satchel." icon_state = "satchel-norm" /obj/item/weapon/storage/backpack/satchel_eng name = "industrial satchel" desc = "A tough satchel with extra pockets." icon_state = "satchel-eng" /obj/item/weapon/storage/backpack/satchel_med name = "medical satchel" desc = "A sterile satchel used in medical departments." icon_state = "satchel-med" /obj/item/weapon/storage/backpack/satchel_vir name = "virologist satchel" desc = "A sterile satchel with virologist colours." icon_state = "satchel-vir" /obj/item/weapon/storage/backpack/satchel_chem name = "chemist satchel" desc = "A sterile satchel with chemist colours." icon_state = "satchel-chem" /obj/item/weapon/storage/backpack/satchel_gen name = "geneticist satchel" desc = "A sterile satchel with geneticist colours." icon_state = "satchel-gen" /obj/item/weapon/storage/backpack/satchel_tox name = "scientist satchel" desc = "Useful for holding research materials." icon_state = "satchel-tox" /obj/item/weapon/storage/backpack/satchel_sec name = "security satchel" desc = "A robust satchel for security related needs." icon_state = "satchel-sec"