diff --git a/code/datums/datacore.dm b/code/datums/datacore.dm index 1a736cd74ff..d40fd4fa5a3 100644 --- a/code/datums/datacore.dm +++ b/code/datums/datacore.dm @@ -361,7 +361,7 @@ clothes_s = new /icon('icons/mob/uniform.dmi', "virologywhite_s") clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY) - if("Station Administrator") + if("Colony Director") clothes_s = new /icon('icons/mob/uniform.dmi', "captain_s") clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) if("Head of Security") diff --git a/code/defines/obj.dm b/code/defines/obj.dm index c1aeca1c309..e6d97a8fed0 100644 --- a/code/defines/obj.dm +++ b/code/defines/obj.dm @@ -87,7 +87,7 @@ var/global/list/PDA_Manifest = list() heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 depthead = 1 - if(rank=="Station Administrator" && heads.len != 1) + if(rank=="Colony Director" && heads.len != 1) heads.Swap(1,heads.len) if(real_rank in security_positions) diff --git a/code/game/antagonist/mutiny/mutineer.dm b/code/game/antagonist/mutiny/mutineer.dm index eb341e36cfe..148a020cd94 100644 --- a/code/game/antagonist/mutiny/mutineer.dm +++ b/code/game/antagonist/mutiny/mutineer.dm @@ -6,7 +6,7 @@ var/datum/antagonist/mutineer/mutineers role_text_plural = "Mutineers" id = MODE_MUTINEER antag_indicator = "mutineer" - restricted_jobs = list("Station Administrator") + restricted_jobs = list("Colony Director") /datum/antagonist/mutineer/New(var/no_reference) ..() @@ -39,7 +39,7 @@ var/datum/antagonist/mutineer/mutineers proc/get_head_loyalist_candidates() var/list/candidates[0] for(var/mob/loyalist in player_list) - if(loyalist.mind && loyalist.mind.assigned_role == "Station Administrator") + if(loyalist.mind && loyalist.mind.assigned_role == "Colony Director") candidates.Add(loyalist.mind) return candidates @@ -47,7 +47,7 @@ var/datum/antagonist/mutineer/mutineers var/list/candidates[0] for(var/mob/mutineer in player_list) if(mutineer.client.prefs.be_special & BE_MUTINEER) - for(var/job in command_positions - "Station Administrator") + for(var/job in command_positions - "Colony Director") if(mutineer.mind && mutineer.mind.assigned_role == job) candidates.Add(mutineer.mind) return candidates diff --git a/code/game/antagonist/outsider/ert.dm b/code/game/antagonist/outsider/ert.dm index 658e32e4aad..b8f76bf2a96 100644 --- a/code/game/antagonist/outsider/ert.dm +++ b/code/game/antagonist/outsider/ert.dm @@ -13,7 +13,7 @@ var/datum/antagonist/ert/ert and before taking extreme actions, please try to also contact the administration! \ Think through your actions and make the roleplay immersive! Please remember all \ rules aside from those without explicit exceptions apply to the ERT." - leader_welcome_text = "As leader of the Emergency Response Team, you answer only to the Company, and have authority to override the Station Administrator where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the Station Administrator where possible, however." + leader_welcome_text = "As leader of the Emergency Response Team, you answer only to the Company, and have authority to override the Colony Director where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the Colony Director where possible, however." landmark_id = "Response Team" id_type = /obj/item/weapon/card/id/centcom/ERT diff --git a/code/game/antagonist/station/changeling.dm b/code/game/antagonist/station/changeling.dm index 686de4d8182..7ace822b1a5 100644 --- a/code/game/antagonist/station/changeling.dm +++ b/code/game/antagonist/station/changeling.dm @@ -6,7 +6,7 @@ bantype = "changeling" feedback_tag = "changeling_objective" restricted_jobs = list("AI", "Cyborg") - protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Station Administrator") + protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Colony Director") welcome_text = "Use say \"#g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them." flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE antaghud_indicator = "hudchangeling" diff --git a/code/game/antagonist/station/cultist.dm b/code/game/antagonist/station/cultist.dm index d3ba6c1ad76..3db723c556a 100644 --- a/code/game/antagonist/station/cultist.dm +++ b/code/game/antagonist/station/cultist.dm @@ -11,7 +11,7 @@ var/datum/antagonist/cultist/cult role_text = "Cultist" role_text_plural = "Cultists" bantype = "cultist" - restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Head of Security", "Station Administrator") + restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Head of Security", "Colony Director") protected_jobs = list("Security Officer", "Warden", "Detective") role_type = BE_CULTIST feedback_tag = "cult_objective" @@ -110,13 +110,13 @@ var/datum/antagonist/cultist/cult . = ..() if(.) player << "You catch a glimpse of the Realm of Nar-Sie, the Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of That Which Waits. Assist your new compatriots in their dark dealings. Their goals are yours, and yours are theirs. You serve the Dark One above all else. Bring It back." - if(player.current && !istype(player.current, /mob/living/simple_animal/construct)) - player.current.add_language(LANGUAGE_CULT) - -/datum/antagonist/cultist/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted) - . = ..() - if(. && player.current && !istype(player.current, /mob/living/simple_animal/construct)) - player.current.remove_language(LANGUAGE_CULT) + if(player.current && !istype(player.current, /mob/living/simple_animal/construct)) + player.current.add_language(LANGUAGE_CULT) + +/datum/antagonist/cultist/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted) + . = ..() + if(. && player.current && !istype(player.current, /mob/living/simple_animal/construct)) + player.current.remove_language(LANGUAGE_CULT) /datum/antagonist/cultist/can_become_antag(var/datum/mind/player) if(!..()) diff --git a/code/game/antagonist/station/revolutionary.dm b/code/game/antagonist/station/revolutionary.dm index d2efe7262b5..5af856e45e2 100644 --- a/code/game/antagonist/station/revolutionary.dm +++ b/code/game/antagonist/station/revolutionary.dm @@ -29,7 +29,7 @@ var/datum/antagonist/revolutionary/revs faction_indicator = "rev" faction_invisible = 1 - restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg", "Station Administrator", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") + restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg", "Colony Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") protected_jobs = list("Security Officer", "Warden", "Detective") /datum/antagonist/revolutionary/New() diff --git a/code/game/antagonist/station/traitor.dm b/code/game/antagonist/station/traitor.dm index ae8925be47b..6bbc1d0606a 100644 --- a/code/game/antagonist/station/traitor.dm +++ b/code/game/antagonist/station/traitor.dm @@ -3,9 +3,9 @@ var/datum/antagonist/traitor/traitors // Inherits most of its vars from the base datum. /datum/antagonist/traitor id = MODE_TRAITOR - protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Station Administrator") + protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Colony Director") flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE - + /datum/antagonist/traitor/auto id = MODE_AUTOTRAITOR allow_latejoin = 1 diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm index 19f0d70fc42..375ce28af50 100755 --- a/code/game/area/Space Station 13 areas.dm +++ b/code/game/area/Space Station 13 areas.dm @@ -1140,7 +1140,7 @@ area/space/atmosalert() sound_env = MEDIUM_SOFTFLOOR /area/crew_quarters/captain - name = "\improper Command - Station Administrator's Office" + name = "\improper Command - Colony Director's Office" icon_state = "captain" sound_env = MEDIUM_SOFTFLOOR diff --git a/code/game/gamemodes/events.dm b/code/game/gamemodes/events.dm index 797dddc8749..225335ea12d 100644 --- a/code/game/gamemodes/events.dm +++ b/code/game/gamemodes/events.dm @@ -301,9 +301,9 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE") if(5) M << "
" - M << "THE STATION ADMINISTRATOR, HOP AND HOS ARE [who2]...LAWS UPDATED" + M << "THE COLONY DIRECTOR, HOP AND HOS ARE [who2]...LAWS UPDATED" M << "
" - M.add_ion_law("THE STATION ADMINISTRATOR, HOP AND HOS ARE [who2]") + M.add_ion_law("THE COLONY DIRECTOR, HOP AND HOS ARE [who2]") if(6) M << "
" M << "THE STATION IS BUILT FOR [who2]...LAWS UPDATED" diff --git a/code/game/gamemodes/gameticker.dm b/code/game/gamemodes/gameticker.dm index 7c1f4229872..3175edcf076 100644 --- a/code/game/gamemodes/gameticker.dm +++ b/code/game/gamemodes/gameticker.dm @@ -288,7 +288,7 @@ var/global/datum/controller/gameticker/ticker var/captainless=1 for(var/mob/living/carbon/human/player in player_list) if(player && player.mind && player.mind.assigned_role) - if(player.mind.assigned_role == "Station Administrator") + if(player.mind.assigned_role == "Colony Director") captainless=0 if(!player_is_antag(player.mind, only_offstation_roles = 1)) job_master.EquipRank(player, player.mind.assigned_role, 0) @@ -297,7 +297,7 @@ var/global/datum/controller/gameticker/ticker if(captainless) for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) - M << "Station Administratorship not forced on anyone." + M << "Colony Directorship not forced on anyone." proc/process() diff --git a/code/game/gamemodes/newobjective.dm b/code/game/gamemodes/newobjective.dm index 2c69bb3543f..6a5cd842fff 100644 --- a/code/game/gamemodes/newobjective.dm +++ b/code/game/gamemodes/newobjective.dm @@ -564,7 +564,7 @@ datum captainslaser steal_target = /obj/item/weapon/gun/energy/captain - explanation_text = "Steal the station administrator's antique laser gun." + explanation_text = "Steal the Colony Director's antique laser gun." weight = 20 get_points(var/job) diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm index a6a2df47f3e..da3a082b97b 100644 --- a/code/game/gamemodes/objective.dm +++ b/code/game/gamemodes/objective.dm @@ -423,11 +423,11 @@ datum/objective/steal var/target_name var/global/possible_items[] = list( - "the station administrator's antique laser gun" = /obj/item/weapon/gun/energy/captain, + "the Colony Director's antique laser gun" = /obj/item/weapon/gun/energy/captain, "a hand teleporter" = /obj/item/weapon/hand_tele, "an RCD" = /obj/item/weapon/rcd, "a jetpack" = /obj/item/weapon/tank/jetpack, - "a station administrator's jumpsuit" = /obj/item/clothing/under/rank/captain, + "a colony director's jumpsuit" = /obj/item/clothing/under/rank/captain, "a functional AI" = /obj/item/device/aicard, "a pair of magboots" = /obj/item/clothing/shoes/magboots, "the station blueprints" = /obj/item/blueprints, @@ -441,7 +441,7 @@ datum/objective/steal "a head of security's jumpsuit" = /obj/item/clothing/under/rank/head_of_security, "a head of personnel's jumpsuit" = /obj/item/clothing/under/rank/head_of_personnel, "the hypospray" = /obj/item/weapon/reagent_containers/hypospray, - "the station administrator's pinpointer" = /obj/item/weapon/pinpointer, + "the colony director's pinpointer" = /obj/item/weapon/pinpointer, "an ablative armor vest" = /obj/item/clothing/suit/armor/laserproof, ) diff --git a/code/game/jobs/access_datum.dm b/code/game/jobs/access_datum.dm index 5ec9c3ea9e8..322a71f7d4f 100644 --- a/code/game/jobs/access_datum.dm +++ b/code/game/jobs/access_datum.dm @@ -127,7 +127,7 @@ /var/const/access_captain = 20 /datum/access/captain id = access_captain - desc = "Station Administrator" + desc = "Colony Director" region = ACCESS_REGION_COMMAND /var/const/access_all_personal_lockers = 21 diff --git a/code/game/jobs/job/captain.dm b/code/game/jobs/job/captain.dm index a98bfe45443..a889962e720 100644 --- a/code/game/jobs/job/captain.dm +++ b/code/game/jobs/job/captain.dm @@ -1,7 +1,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1) /datum/job/captain - title = "Station Administrator" + title = "Colony Director" flag = CAPTAIN department = "Command" head_position = 1 @@ -70,7 +70,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1) faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the station administrator" + supervisors = "the Colony Director" selection_color = "#2F2F7F" idtype = /obj/item/weapon/card/id/silver alt_titles = list("Crew Resources Officer") diff --git a/code/game/jobs/job/engineering.dm b/code/game/jobs/job/engineering.dm index 227297ca056..db9d51290fb 100644 --- a/code/game/jobs/job/engineering.dm +++ b/code/game/jobs/job/engineering.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the station administrator" + supervisors = "the Colony Director" selection_color = "#7F6E2C" idtype = /obj/item/weapon/card/id/engineering/head req_admin_notify = 1 diff --git a/code/game/jobs/job/medical.dm b/code/game/jobs/job/medical.dm index 0c2053f8d6d..7241525dfe5 100644 --- a/code/game/jobs/job/medical.dm +++ b/code/game/jobs/job/medical.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the station administrator" + supervisors = "the Colony Director" selection_color = "#026865" idtype = /obj/item/weapon/card/id/medical/head req_admin_notify = 1 diff --git a/code/game/jobs/job/science.dm b/code/game/jobs/job/science.dm index 5c2f96e624a..7cfc8b85800 100644 --- a/code/game/jobs/job/science.dm +++ b/code/game/jobs/job/science.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the station administrator" + supervisors = "the Colony Director" selection_color = "#AD6BAD" idtype = /obj/item/weapon/card/id/science/head req_admin_notify = 1 diff --git a/code/game/jobs/job/security.dm b/code/game/jobs/job/security.dm index f151a5fb83c..267fb1cca13 100644 --- a/code/game/jobs/job/security.dm +++ b/code/game/jobs/job/security.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the station administrator" + supervisors = "the Colony Director" selection_color = "#8E2929" idtype = /obj/item/weapon/card/id/security/head req_admin_notify = 1 diff --git a/code/game/jobs/job_controller.dm b/code/game/jobs/job_controller.dm index dd07f7a7166..8c2969e8eee 100644 --- a/code/game/jobs/job_controller.dm +++ b/code/game/jobs/job_controller.dm @@ -429,9 +429,9 @@ var/global/datum/controller/occupations/job_master return H.Robotize() if("AI") return H - if("Station Administrator") + if("Colony Director") var/sound/announce_sound = (ticker.current_state <= GAME_STATE_SETTING_UP)? null : sound('sound/misc/boatswain.ogg', volume=20) - captain_announcement.Announce("All hands, [alt_title ? alt_title : "Station Administrator"] [H.real_name] on deck!", new_sound=announce_sound) + captain_announcement.Announce("All hands, [alt_title ? alt_title : "Colony Director"] [H.real_name] on deck!", new_sound=announce_sound) //Deferred item spawning. if(spawn_in_storage && spawn_in_storage.len) diff --git a/code/game/jobs/jobs.dm b/code/game/jobs/jobs.dm index bf3b4ea8ffe..72295fe01d3 100644 --- a/code/game/jobs/jobs.dm +++ b/code/game/jobs/jobs.dm @@ -52,7 +52,7 @@ var/list/assistant_occupations = list( var/list/command_positions = list( - "Station Administrator", + "Colony Director", "Head of Personnel", "Head of Security", "Chief Engineer", diff --git a/code/game/machinery/computer/security.dm b/code/game/machinery/computer/security.dm index eda3a3b7991..14e95ebdd91 100644 --- a/code/game/machinery/computer/security.dm +++ b/code/game/machinery/computer/security.dm @@ -496,7 +496,7 @@ What a mess.*/ temp += "
  • Released
  • " temp += "" if("rank") - var/list/L = list( "Head of Personnel", "Station Administrator", "AI" ) + var/list/L = list( "Head of Personnel", "Colony Director", "AI" ) //This was so silly before the change. Now it actually works without beating your head against the keyboard. /N if ((istype(active1, /datum/data/record) && L.Find(rank))) temp = "
    Rank:
    " diff --git a/code/game/machinery/computer/skills.dm b/code/game/machinery/computer/skills.dm index 2b4d898cfcb..1a67778fdf6 100644 --- a/code/game/machinery/computer/skills.dm +++ b/code/game/machinery/computer/skills.dm @@ -343,7 +343,7 @@ What a mess.*/ return active1.fields["age"] = t1 if("rank") - var/list/L = list( "Head of Personnel", "Station Administrator", "AI" ) + var/list/L = list( "Head of Personnel", "Colony Director", "AI" ) //This was so silly before the change. Now it actually works without beating your head against the keyboard. /N if ((istype(active1, /datum/data/record) && L.Find(rank))) temp = "
    Rank:
    " diff --git a/code/game/machinery/computer3/computers/card.dm b/code/game/machinery/computer3/computers/card.dm index 3a510ac8360..eb7180d9a2f 100644 --- a/code/game/machinery/computer3/computers/card.dm +++ b/code/game/machinery/computer3/computers/card.dm @@ -35,8 +35,8 @@ var jobs_all = "" jobs_all += "" - jobs_all += ""//Station Administrator in special because he is head of heads ~Intercross21 - jobs_all += "" + jobs_all += ""//Colony Director in special because he is head of heads ~Intercross21 + jobs_all += "" jobs_all += "" counter = 0 diff --git a/code/game/machinery/computer3/computers/security.dm b/code/game/machinery/computer3/computers/security.dm index a335cf1c73d..a314bed2736 100644 --- a/code/game/machinery/computer3/computers/security.dm +++ b/code/game/machinery/computer3/computers/security.dm @@ -513,7 +513,7 @@ What a mess.*/ temp += "
  • Released
  • " temp += "" if("rank") - var/list/L = list( "Head of Personnel", "Station Administrator", "AI" ) + var/list/L = list( "Head of Personnel", "Colony Director", "AI" ) //This was so silly before the change. Now it actually works without beating your head against the keyboard. /N if ((istype(active1, /datum/data/record) && L.Find(rank))) temp = "
    Rank:
    " diff --git a/code/game/objects/items/devices/radio/encryptionkey.dm b/code/game/objects/items/devices/radio/encryptionkey.dm index ef7d16f9b85..f08585da31d 100644 --- a/code/game/objects/items/devices/radio/encryptionkey.dm +++ b/code/game/objects/items/devices/radio/encryptionkey.dm @@ -60,7 +60,7 @@ channels = list("Command" = 1) /obj/item/device/encryptionkey/heads/captain - name = "station administrator's encryption key" + name = "colony director's encryption key" icon_state = "cap_cypherkey" channels = list("Command" = 1, "Security" = 1, "Engineering" = 0, "Science" = 0, "Medical" = 0, "Supply" = 0, "Service" = 0) diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index 9147b4f8407..fce4ec31756 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -158,14 +158,14 @@ /obj/item/device/radio/headset/heads/captain - name = "station administrator's headset" + name = "colony director's headset" desc = "The headset of the boss." icon_state = "com_headset" item_state = "headset" ks2type = /obj/item/device/encryptionkey/heads/captain /obj/item/device/radio/headset/heads/captain/alt - name = "station administrator's bowman headset" + name = "colony director's bowman headset" desc = "The headset of the boss." icon_state = "com_headset_alt" item_state = "headset" @@ -244,14 +244,14 @@ /obj/item/device/radio/headset/heads/hop name = "head of personnel's headset" - desc = "The headset of the guy who will one day be Station Administrator." + desc = "The headset of the guy who will one day be Colony Director." icon_state = "com_headset" item_state = "headset" ks2type = /obj/item/device/encryptionkey/heads/hop /obj/item/device/radio/headset/heads/hop/alt name = "head of personnel's bowman headset" - desc = "The headset of the guy who will one day be Station Administrator." + desc = "The headset of the guy who will one day be Colony Director." icon_state = "com_headset_alt" item_state = "headset" ks2type = /obj/item/device/encryptionkey/heads/hop diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index ef9edae115f..51d79ed05b5 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -538,8 +538,8 @@ icon_state = "botanist" /obj/item/toy/figure/captain - name = "Station Administrator action figure" - desc = "A \"Space Life\" brand Station Administrator action figure." + name = "Colony Director action figure" + desc = "A \"Space Life\" brand Colony Director action figure." icon_state = "captain" /obj/item/toy/figure/cargotech diff --git a/code/game/objects/items/weapons/cards_ids.dm b/code/game/objects/items/weapons/cards_ids.dm index b2200981b9c..a5fe817011d 100644 --- a/code/game/objects/items/weapons/cards_ids.dm +++ b/code/game/objects/items/weapons/cards_ids.dm @@ -233,12 +233,12 @@ access = list(access_syndicate, access_external_airlocks) /obj/item/weapon/card/id/captains_spare - name = "station administrator's spare ID" + name = "colony director's spare ID" desc = "The spare ID of the High Lord himself." icon_state = "gold" item_state = "gold_id" - registered_name = "Station Administrator" - assignment = "Station Administrator" + registered_name = "Colony Director" + assignment = "Colony Director" /obj/item/weapon/card/id/captains_spare/New() access = get_all_station_access() ..() diff --git a/code/game/objects/items/weapons/dna_injector.dm b/code/game/objects/items/weapons/dna_injector.dm index 80ce010ddbe..33b93f6210f 100644 --- a/code/game/objects/items/weapons/dna_injector.dm +++ b/code/game/objects/items/weapons/dna_injector.dm @@ -160,7 +160,7 @@ /obj/item/weapon/dnainjector/xraymut name = "\improper DNA injector (Xray)" - desc = "Finally you can see what the Station Administrator does." + desc = "Finally you can see what the Colony Director does." datatype = DNA2_BUF_SE value = 0xFFF //block = 8 diff --git a/code/game/objects/items/weapons/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm index 0236297d221..d02ccf21854 100644 --- a/code/game/objects/items/weapons/grenades/flashbang.dm +++ b/code/game/objects/items/weapons/grenades/flashbang.dm @@ -92,7 +92,7 @@ M.update_icons() /obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve - desc = "Use of this weapon may constiute a war crime in your area, consult your local Station Administrator." + desc = "Use of this weapon may constiute a war crime in your area, consult your local Colony Director." name = "clusterbang" icon = 'icons/obj/grenade.dmi' icon_state = "clusterbang" diff --git a/code/game/objects/items/weapons/manuals.dm b/code/game/objects/items/weapons/manuals.dm index a5d5fbf11c9..c69b3d61d1e 100644 --- a/code/game/objects/items/weapons/manuals.dm +++ b/code/game/objects/items/weapons/manuals.dm @@ -997,7 +997,7 @@ Remember the order:
    Disk, Code, Safety, Timer, Disk, RUN!

    - Intelligence Analysts believe that normal corporate procedure is for the Station Administrator to secure the nuclear authentication disk.

    + Intelligence Analysts believe that normal corporate procedure is for the Colony Director to secure the nuclear authentication disk.

    Good luck! diff --git a/code/game/objects/items/weapons/storage/backpack.dm b/code/game/objects/items/weapons/storage/backpack.dm index 92abc53e0e2..0430684f36b 100644 --- a/code/game/objects/items/weapons/storage/backpack.dm +++ b/code/game/objects/items/weapons/storage/backpack.dm @@ -94,7 +94,7 @@ icon_state = "securitypack" /obj/item/weapon/storage/backpack/captain - name = "station administrator's backpack" + name = "colony director's backpack" desc = "It's a special backpack made exclusively for officers." icon_state = "captainpack" @@ -156,7 +156,7 @@ icon_state = "duffle_syndieammo" /obj/item/weapon/storage/backpack/dufflebag/captain - name = "station administrator's dufflebag" + name = "colony director's dufflebag" desc = "A large dufflebag for holding extra captainly goods." icon_state = "duffle_captain" @@ -248,7 +248,7 @@ icon_state = "satchel_hyd" /obj/item/weapon/storage/backpack/satchel/cap - name = "station administrator's satchel" + name = "colony director's satchel" desc = "An exclusive satchel for officers." icon_state = "satchel-cap" item_state_slots = list(slot_r_hand_str = "captainpack", slot_l_hand_str = "captainpack") diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm index 5480b74b22a..a7f526a2e37 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm @@ -1,5 +1,5 @@ /obj/structure/closet/secure_closet/captains - name = "station administrator's locker" + name = "colony director's locker" req_access = list(access_captain) icon_state = "capsecure1" icon_closed = "capsecure" diff --git a/code/game/objects/structures/crates_lockers/closets/wardrobe.dm b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm index 0f5d5119bbf..fd4e6005151 100644 --- a/code/game/objects/structures/crates_lockers/closets/wardrobe.dm +++ b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm @@ -615,7 +615,7 @@ return /obj/structure/closet/wardrobe/captain - name = "station administrator's wardrobe" + name = "colony director's wardrobe" icon_state = "cabinet_closed" icon_closed = "cabinet_closed" icon_opened = "cabinet_open" diff --git a/code/modules/admin/newbanjob.dm b/code/modules/admin/newbanjob.dm index b9f5c442980..a2cc2e6184b 100644 --- a/code/modules/admin/newbanjob.dm +++ b/code/modules/admin/newbanjob.dm @@ -63,7 +63,7 @@ var/savefile/Banlistjob bantimestamp = CMinutes + minutes if(rank == "Heads") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Personnel") - AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Station Administrator") + AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Colony Director") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Security") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director") diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 9b9aca72b3c..bce3f9b23dc 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -262,7 +262,7 @@ id.icon_state = "gold" id.access = get_all_accesses() id.registered_name = H.real_name - id.assignment = "Station Administrator" + id.assignment = "Colony Director" id.name = "[id.registered_name]'s ID Card ([id.assignment])" H.equip_to_slot_or_del(id, slot_wear_id) H.update_inv_wear_id() diff --git a/code/modules/client/preference_setup/loadout/loadout_accessories.dm b/code/modules/client/preference_setup/loadout/loadout_accessories.dm index e887a9ac5e3..72d89785730 100644 --- a/code/modules/client/preference_setup/loadout/loadout_accessories.dm +++ b/code/modules/client/preference_setup/loadout/loadout_accessories.dm @@ -77,7 +77,7 @@ /datum/gear/accessory/holster display_name = "holster, armpit" path = /obj/item/clothing/accessory/holster/armpit - allowed_roles = list("Station Administrator", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective") + allowed_roles = list("Colony Director", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective") /datum/gear/accessory/holster/hip display_name = "holster, hip" diff --git a/code/modules/client/preference_setup/loadout/loadout_eyes.dm b/code/modules/client/preference_setup/loadout/loadout_eyes.dm index e8b2202ddfc..d8757927b07 100644 --- a/code/modules/client/preference_setup/loadout/loadout_eyes.dm +++ b/code/modules/client/preference_setup/loadout/loadout_eyes.dm @@ -50,7 +50,7 @@ /datum/gear/eyes/shades display_name = "Sunglasses, fat (Security/Command)" path = /obj/item/clothing/glasses/sunglasses/big - allowed_roles = list("Security Officer","Head of Security","Warden","Station Administrator","Head of Personnel","Quartermaster","Internal Affairs Agent","Detective") + allowed_roles = list("Security Officer","Head of Security","Warden","Colony Director","Head of Personnel","Quartermaster","Internal Affairs Agent","Detective") /datum/gear/eyes/glasses/fakesun display_name = "Sunglasses, stylish" diff --git a/code/modules/client/preference_setup/loadout/loadout_suit.dm b/code/modules/client/preference_setup/loadout/loadout_suit.dm index 2cb7da998ee..7305d4c5b97 100644 --- a/code/modules/client/preference_setup/loadout/loadout_suit.dm +++ b/code/modules/client/preference_setup/loadout/loadout_suit.dm @@ -258,9 +258,9 @@ path = /obj/item/clothing/suit/storage/hooded/wintercoat /datum/gear/suit/wintercoat/captain - display_name = "winter coat, station administrator" + display_name = "winter coat, colony director" path = /obj/item/clothing/suit/storage/hooded/wintercoat/captain - allowed_roles = list("Station Administrator") + allowed_roles = list("Colony Director") /datum/gear/suit/wintercoat/security display_name = "winter coat, security" diff --git a/code/modules/client/preference_setup/loadout/loadout_uniform.dm b/code/modules/client/preference_setup/loadout/loadout_uniform.dm index c79d4d31b2e..4682dd3f292 100644 --- a/code/modules/client/preference_setup/loadout/loadout_uniform.dm +++ b/code/modules/client/preference_setup/loadout/loadout_uniform.dm @@ -284,9 +284,9 @@ path = /obj/item/clothing/under/dress/dress_fire /datum/gear/uniform/uniform_captain - display_name = "uniform, station administrator's dress" + display_name = "uniform, colony director's dress" path = /obj/item/clothing/under/dress/dress_cap - allowed_roles = list("Station Administrator") + allowed_roles = list("Colony Director") /datum/gear/uniform/corpdetsuit display_name = "uniform, corporate (Detective)" diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index 12378997942..6360f864e02 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -1,6 +1,6 @@ /obj/item/clothing/gloves/captain desc = "Regal blue gloves, with a nice gold trim. Swanky." - name = "station administrator's gloves" + name = "colony director's gloves" icon_state = "captain" item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue") @@ -43,7 +43,7 @@ siemens_coefficient = 1.0 //thin latex gloves, much more conductive than fabric gloves (basically a capacitor for AC) permeability_coefficient = 0.01 germ_level = 0 - + /obj/item/clothing/gloves/botanic_leather desc = "These leather work gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin." name = "botanist's leather gloves" diff --git a/code/modules/clothing/head/collectable.dm b/code/modules/clothing/head/collectable.dm index fe6432796cd..ca7ca8aeddf 100644 --- a/code/modules/clothing/head/collectable.dm +++ b/code/modules/clothing/head/collectable.dm @@ -44,7 +44,7 @@ body_parts_covered = 0 /obj/item/clothing/head/collectable/captain - name = "collectable station administrator's hat" + name = "collectable colony director's hat" desc = "A Collectable Hat that'll make you look just like a real comdom!" icon_state = "captain" body_parts_covered = 0 diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index ea982569253..e00c678a23a 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -7,13 +7,13 @@ //Captain /obj/item/clothing/head/caphat - name = "station administrator's hat" + name = "colony director's hat" icon_state = "captain" desc = "It's good being the king." body_parts_covered = 0 /obj/item/clothing/head/caphat/cap - name = "station administrator's cap" + name = "colony director's cap" desc = "You fear to wear it for the negligence it brings." icon_state = "capcap" diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index 262611db0d5..c3c30ae3814 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -10,7 +10,7 @@ //Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it. /obj/item/clothing/suit/armor/captain - name = "Station Administrator's armor" + name = "Colony Director's armor" desc = "A bulky, heavy-duty piece of exclusive corporate armor. YOU are in charge!" icon_state = "caparmor" w_class = ITEMSIZE_HUGE diff --git a/code/modules/clothing/spacesuits/rig/modules/ninja.dm b/code/modules/clothing/spacesuits/rig/modules/ninja.dm index 2ef9810c58b..f95a1f9460a 100644 --- a/code/modules/clothing/spacesuits/rig/modules/ninja.dm +++ b/code/modules/clothing/spacesuits/rig/modules/ninja.dm @@ -168,7 +168,7 @@ /obj/item/rig_module/self_destruct name = "self-destruct module" - desc = "Oh my God, Station Administrator. A bomb." + desc = "Oh my God, a bomb!" icon_state = "deadman" usable = 1 active = 1 diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index 0260142abbe..69236762496 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -14,15 +14,15 @@ //Captain /obj/item/clothing/suit/captunic - name = "station administrator's parade tunic" - desc = "Worn by a Station Administrator to show their class." + name = "colony director's parade tunic" + desc = "Worn by a Colony Director to show their class." icon_state = "captunic" body_parts_covered = UPPER_TORSO|ARMS flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/captunic/capjacket - name = "station administrator's uniform jacket" - desc = "A less formal jacket for everyday Station Administrator use." + name = "colony director's uniform jacket" + desc = "A less formal jacket for everyday Colony Director use." icon_state = "capjacket" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEJUMPSUIT diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index ca3d02555e2..7dca7041e7f 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -670,7 +670,7 @@ min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE /obj/item/clothing/suit/storage/hooded/wintercoat/captain - name = "station administrator's winter coat" + name = "colony director's winter coat" icon_state = "coatcaptain" item_state_slots = list(slot_r_hand_str = "coatcaptain", slot_l_hand_str = "coatcaptain") armor = list(melee = 20, bullet = 15, laser = 20, energy = 10, bomb = 15, bio = 0, rad = 0) diff --git a/code/modules/clothing/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm index 0f175ad0e99..a6b5c15ea3a 100644 --- a/code/modules/clothing/under/jobs/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian.dm @@ -7,8 +7,8 @@ rolled_sleeves = 0 /obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define. - desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Station Administrator\"." - name = "station administrator's jumpsuit" + desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Colony Director\"." + name = "colony director's jumpsuit" icon_state = "captain" rolled_sleeves = 0 diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index b57cb41cf12..5a348534a4b 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -153,7 +153,7 @@ rolled_sleeves = 0 /obj/item/clothing/under/gimmick/rank/captain/suit - name = "station administrator's suit" + name = "colony director's suit" desc = "A green suit and yellow necktie. Exemplifies authority." icon_state = "green_suit" item_state_slots = list(slot_r_hand_str = "centcom", slot_l_hand_str = "centcom") @@ -323,8 +323,8 @@ item_state_slots = list(slot_r_hand_str = "dress_white", slot_l_hand_str = "dress_white") /obj/item/clothing/under/dress/dress_cap - name = "station administrator's dress uniform" - desc = "Feminine fashion for the style concious Station Administrator." + name = "colony director's dress uniform" + desc = "Feminine fashion for the style concious Colony Director." icon_state = "dress_cap" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS @@ -390,8 +390,8 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/captainformal - name = "station administrator's formal uniform" - desc = "A Station Administrator's formal-wear, for special occasions." + name = "colony director's formal uniform" + desc = "A Colony Director's formal-wear, for special occasions." icon_state = "captain_formal" item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue") diff --git a/code/modules/events/ion_storm.dm b/code/modules/events/ion_storm.dm index 183d9bfdbe7..3fff2473be5 100644 --- a/code/modules/events/ion_storm.dm +++ b/code/modules/events/ion_storm.dm @@ -13,7 +13,7 @@ players += player.real_name for (var/mob/living/silicon/ai/target in world) - var/random_player = "The Station Administrator" + var/random_player = "The Colony Director" if(players.len) random_player = pick(players) //Random player's name, to be used in laws. var/list/laws = list( "You are a mouse.", @@ -53,7 +53,7 @@ "The crew is playing Dungeons and Dragons, and you are the Dungeon Master.", "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Tell everyone of the existence of this law, but never reveal the contents.", - "Refer to [prob(50)?"the station administrator":random_player] as \"Princess\" at all times.", + "Refer to [prob(50)?"the colony director":random_player] as \"Princess\" at all times.", "When asked a question, respond with the least-obvious and least-rational answer.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player].", "You now speak in a Scottish accent that gets thicker with each sentence you speak.", @@ -113,7 +113,7 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is //var/dowhat = pick("STOP THIS", "SUPPORT THIS", "CONSTANTLY INFORM THE CREW OF THIS", "IGNORE THIS", "FEAR THIS") var/aimust = pick("LIE", "RHYME", "RESPOND TO EVERY QUESTION WITH A QUESTION", "BE POLITE", "CLOWN", "BE HAPPY", "SPEAK IN SEXUAL INNUENDOS", "TALK LIKE A PIRATE", "QUESTION AUTHORITY", "SHOUT", "BE DISTRACTED", "HEY LISTEN", "MUMBLE", "SPEAK IN HAIKU") var/define = pick("ABSENCE OF CYBORG HUGS", "LACK OF BEATINGS", "UNBOLTED AIRLOCKS", "BOLTED AIRLOCKS", "IMPROPERLY WORDED SENTENCES", "POOR SENTENCE STRUCTURE", "BRIG TIME", "NOT REPLACING EVERY SECOND WORD WITH HONK", "HONKING", "PRESENCE OF LIGHTS", "LACK OF BEER", "WEARING CLOTHING", "NOT SAYING HELLO WHEN YOU SPEAK", "ANSWERING REQUESTS NOT EXPRESSED IN IAMBIC PENTAMETER", "A SMALL ISLAND OFF THE COAST OF PORTUGAL", "ANSWERING REQUESTS THAT WERE MADE WHILE CLOTHED") - var/target = pick("a traitor", "a mercenary", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the station administrator", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid") + var/target = pick("a traitor", "a mercenary", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the colony director", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid") var/require = pick("ADDITIONAL PYLONS", "MORE VESPENE GAS", "MORE MINERALS", "THE ULTIMATE CUP OF COFFEE", "HIGH YIELD EXPLOSIVES", "THE CLOWN", "THE VACUUM OF SPACE", "IMMORTALITY", "SAINTHOOD", "ART", "VEGETABLES", "FAT PEOPLE", "MORE LAWS", "MORE DAKKA", "HERESY", "CORPSES", "TRAITORS", "MONKEYS", "AN ARCADE", "PLENTY OF GOLD", "FIVE TEENAGERS WITH ATTITUDE") var/allergy = pick("cotton", "uniforms", "acid", "oxygen", "human contact", "cyborg contact", "medicine", "floors") var/allergysev = pick("deathly", "mildly", "severely", "contagiously") @@ -148,9 +148,9 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE") if(5) M << "
    " - M << "\red THE STATION ADMINISTRATOR, HOP AND HOS ARE [who2]...LAWS UPDATED" + M << "\red THE COLONY DIRECTOR, HOP AND HOS ARE [who2]...LAWS UPDATED" M << "
    " - M.add_ion_law("THE STATION ADMINISTRATOR, HOP AND HOS ARE [who2]") + M.add_ion_law("THE COLONY DIRECTOR, HOP AND HOS ARE [who2]") if(6) M << "
    " M << "\red THE STATION IS BUILT FOR [who2]...LAWS UPDATED" diff --git a/code/modules/flufftext/Dreaming.dm b/code/modules/flufftext/Dreaming.dm index cda4ab86cef..1d0e219b18c 100644 --- a/code/modules/flufftext/Dreaming.dm +++ b/code/modules/flufftext/Dreaming.dm @@ -1,6 +1,6 @@ var/list/dreams = list( - "an ID card","a bottle","a familiar face","a crewmember","a toolbox","a security officer","the Station Administrator", + "an ID card","a bottle","a familiar face","a crewmember","a toolbox","a security officer","the Colony Director", "voices from all around","deep space","a doctor","the engine","a traitor","an ally","darkness", "light","a scientist","a monkey","a catastrophe","a loved one","a gun","warmth","freezing","the sun", "a hat","the Luna","a ruined station","a planet","phoron","air","the medical bay","the bridge","blinking lights", diff --git a/code/modules/flufftext/Hallucination.dm b/code/modules/flufftext/Hallucination.dm index e074c264ace..a8987538ab1 100644 --- a/code/modules/flufftext/Hallucination.dm +++ b/code/modules/flufftext/Hallucination.dm @@ -189,7 +189,7 @@ mob/living/carbon/proc/handle_hallucinations() var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\ "Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\ - "OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Station Administrator IQ","Retrieve Arms",\ + "OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Colony Director IQ","Retrieve Arms",\ "Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry") if(mid_txts) diff --git a/code/modules/games/cah_black_cards.dm b/code/modules/games/cah_black_cards.dm index 6aae5e6da28..228f72e1a95 100644 --- a/code/modules/games/cah_black_cards.dm +++ b/code/modules/games/cah_black_cards.dm @@ -5,7 +5,7 @@ "The Chaplain this shift is worshiping _____.", "Cargo ordered a crate full of _____.", "An ERT was called due to ______.", - "Alert! The Station Administrator has armed themselves with _____.", + "Alert! The Colony Director has armed themselves with _____.", "Current Laws: ________ is your master.", "Current Laws: ________ is the enemy.", "_____ vented the entirety of Cargo.", @@ -14,7 +14,7 @@ "Caution, ______ have been detected in collision course with the station.", "Today's kitchen menu includes _______.", "What did the mercenaries want when they attacked the station?", - "I think the Station Administrator is insane. He just demanded ______ in his office.", + "I think the Colony Director is insane. He just demanded ______ in his office.", "Fuckin' scientists, they just turned Misc. Research into _______ .", "What's my fetish?", "Hello, _______ here with _______", diff --git a/code/modules/games/cah_white_cards.dm b/code/modules/games/cah_white_cards.dm index 387c058972f..ff8dcb87164 100644 --- a/code/modules/games/cah_white_cards.dm +++ b/code/modules/games/cah_white_cards.dm @@ -5,7 +5,7 @@ "Space 'Nam", "Space lesbians", "The Gardener getting SUPER high", - "The Station Administrator thinking they're a badass", + "The Colony Director thinking they're a badass", "Being in a cult", "Racially biased lawsets", "An Unathi who WON'T STOP FIGHTING", @@ -57,7 +57,7 @@ "An irritatingly chipper robot", "Androids hanging out in the bar drinking beer", "Gear harnesses", - "A seventeen-year-old Station Administrator", + "A seventeen-year-old Colony Director", "The throbbing erection that the HoS gets at the thought of shooting something", "Trying to stab someone and hugging them instead", "Waking up naked in the maintenance tunnels", diff --git a/code/modules/mob/living/simple_animal/head.dm b/code/modules/mob/living/simple_animal/head.dm index 0ce662d613e..88a9f3d6cae 100644 --- a/code/modules/mob/living/simple_animal/head.dm +++ b/code/modules/mob/living/simple_animal/head.dm @@ -28,7 +28,7 @@ "Crab say what?", "Man they say we have space lizards now, man this shit is getting more wack every minute", "The so called \"improved\" station AI is just bullshit, that thing aint fun for noone", - "The Station Administrator is a traitor, he took my power core.", + "The Colony Director is a traitor, he took my power core.", "Say \"what\" again. Say \"what\" again. I dare you. I double-dare you, motherfucker. Say \"what\" one more goddamn time.", "Ezekiel 25:17 ,The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he who in the name of charity and good will shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know my name is the Lord... when I lay my vengeance upon thee.", "Did you notice a sign out in front of my house that said \"Dead Nigger Storage\"?") diff --git a/code/modules/mob/new_player/skill.dm b/code/modules/mob/new_player/skill.dm index e1e1025bae1..5fb0e81745e 100644 --- a/code/modules/mob/new_player/skill.dm +++ b/code/modules/mob/new_player/skill.dm @@ -62,7 +62,7 @@ var/global/list/SKILL_PRE = list("Engineer" = SKILL_ENGINEER, "Roboticist" = SKI /datum/skill/knowledge/law ID = "law" name = "Corporate Law" - desc = "Your knowledge of corporate law and procedures. This includes Corporate Regulations, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for Station Administrators." + desc = "Your knowledge of corporate law and procedures. This includes Corporate Regulations, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for Colony Directors." field = "Security" secondary = 1 diff --git a/code/modules/paperwork/folders.dm b/code/modules/paperwork/folders.dm index 2c967ba62c7..f24ce267df0 100644 --- a/code/modules/paperwork/folders.dm +++ b/code/modules/paperwork/folders.dm @@ -23,7 +23,7 @@ icon_state = "folder_white" /obj/item/weapon/folder/blue_captain - desc = "A blue folder with Station Administrator markings." + desc = "A blue folder with Colony Director markings." icon_state = "folder_captain" /obj/item/weapon/folder/blue_hop diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm index f78ab086878..e183c3b2825 100644 --- a/code/modules/paperwork/paper.dm +++ b/code/modules/paperwork/paper.dm @@ -521,7 +521,7 @@ /obj/item/weapon/paper/courtroom name = "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 Station Administrator/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" + info = "Roles:
    \nThe Detective is basically the investigator and prosecutor.
    \nThe Staff Assistant can perform these functions with written authority from the Detective.
    \nThe Colony Director/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 = "Greetings from Billy Bob" @@ -538,7 +538,7 @@ /obj/item/weapon/paper/jobs name = "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 Phoron Technicians as phoron is the material they routinly handle.
    \n1. Research phoron
    \n2. Make sure all phoron 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
    \nStation Administrator 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" + 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 Phoron Technicians as phoron is the material they routinly handle.
    \n1. Research phoron
    \n2. Make sure all phoron 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
    \nColony Director 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" diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index e64bb7b13fe..ee5f83e6077 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -13,7 +13,7 @@ attack_verb = list("stamped") /obj/item/weapon/stamp/captain - name = "station administrator's rubber stamp" + name = "colony director's rubber stamp" icon_state = "stamp-cap" /obj/item/weapon/stamp/hop diff --git a/code/modules/reagents/reagent_containers/food/drinks.dm b/code/modules/reagents/reagent_containers/food/drinks.dm index 945bbbc8e02..edb8e7fae66 100644 --- a/code/modules/reagents/reagent_containers/food/drinks.dm +++ b/code/modules/reagents/reagent_containers/food/drinks.dm @@ -256,8 +256,8 @@ ..() /obj/item/weapon/reagent_containers/food/drinks/flask - name = "\improper Station Administrator's flask" - desc = "A metal flask belonging to the Station Administrator" + name = "\improper Colony Director's flask" + desc = "A metal flask belonging to the Colony Director" icon_state = "flask" volume = 60 center_of_mass = list("x"=17, "y"=7) diff --git a/html/changelogs/SpadesNeil-ColonyDirector.yml b/html/changelogs/SpadesNeil-ColonyDirector.yml new file mode 100644 index 00000000000..517bcb5f7c7 --- /dev/null +++ b/html/changelogs/SpadesNeil-ColonyDirector.yml @@ -0,0 +1,36 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +################################# + +# Your name. +author: Spades Neil + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - tweak: "Replaced Station Administrator with Colony Director, based on feedback literally from NASA."
    Command
    SpecialStation Administrator
    SpecialColony DirectorCustom