Ancient Space Station [Space Spawn Ruin] (#28584)
* FirstCommit * HardsuitAncientSounds * FurtherWorkSave * HivebotSpriteMinorMapChange * FinalFixesPrePR * MinorFixes * FixesPart1 * TGMMap * Wording * VoidSuitPlusSpelling * TGMConv * MoreSpelling * RadioStorm * SomehowGotThisToWork
9367
_maps/RandomRuins/SpaceRuins/oldstation.dmm
Normal file
@@ -236,6 +236,12 @@
|
||||
description = "There seems to be a pair of buses that pulled over for repairs. What were they doing..? Their shipment sure seems to be filled with a strange mix. \
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Anyway, it looks like some people tried to fix it up for a long time but didn't really get anywhere..."
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/datum/map_template/ruin/space/oldstation
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||||
id = "oldstation"
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suffix = "oldstation.dmm"
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name = "Ancient Space Station"
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||||
description = "The crew of a space station awaken one hundred years after a crisis. Awaking to a derelict space station on the verge of collapse, and a hostile force of invading \
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hivebots. Can the surviving crew overcome the odds and survive and rebuild, or will the cold embrace of the stars become their new home?"
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/datum/map_template/ruin/space/miracle
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id = "miracle"
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@@ -271,3 +271,68 @@
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power_equip = 0
|
||||
power_light = 0
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||||
poweralm = 0
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||||
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||||
//Ruin of ancient Space Station
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/area/ruin/ancientstation
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name = "Charlie Station Main Corridor"
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||||
icon_state = "green"
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||||
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||||
/area/ruin/ancientstation/powered
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name = "Powered Tile"
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icon_state = "teleporter"
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||||
requires_power = FALSE
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||||
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||||
/area/ruin/ancientstation/space
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name = "Exposed To Space"
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icon_state = "teleporter"
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has_gravity = FALSE
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/area/ruin/ancientstation/atmo
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name = "Beta Station Atmospherics"
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icon_state = "red"
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has_gravity = FALSE
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/area/ruin/ancientstation/betanorth
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name = "Beta Station North Corridor"
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icon_state = "blue"
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/area/ruin/ancientstation/solar
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name = "Station Solar Array"
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||||
icon_state = "panelsAP"
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/area/ruin/ancientstation/engi
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name = "Charlie Station Engineering"
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||||
icon_state = "engine"
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/area/ruin/ancientstation/comm
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name = "Charlie Station Command"
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icon_state = "captain"
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/area/ruin/ancientstation/hydroponics
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name = "Charlie Station Hydroponics"
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icon_state = "garden"
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/area/ruin/ancientstation/kitchen
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name = "Charlie Station Kitchen"
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icon_state = "kitchen"
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/area/ruin/ancientstation/sec
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name = "Charlie Station Security"
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icon_state = "red"
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||||
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/area/ruin/ancientstation/deltacorridor
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name = "Delta Station Main Corridor"
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icon_state = "green"
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/area/ruin/ancientstation/proto
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name = "Delta Station Prototype Lab"
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icon_state = "toxlab"
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||||
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/area/ruin/ancientstation/rnd
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name = "Delta Station Research and Development"
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icon_state = "toxlab"
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/area/ruin/ancientstation/hivebot
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name = "Hivebot Mothership"
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icon_state = "teleporter"
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@@ -50,6 +50,11 @@
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var/area/A = I
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LAZYADD(A.firedoors, src)
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/obj/machinery/door/firedoor/closed
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icon_state = "door_closed"
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||||
opacity = TRUE
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density = TRUE
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//see also turf/AfterChange for adjacency shennanigans
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/obj/machinery/door/firedoor/proc/remove_from_areas()
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@@ -314,3 +314,29 @@ update_label("John Doe", "Clowny")
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/obj/item/weapon/card/id/away/hotel/securty
|
||||
name = "Officer ID"
|
||||
access = list(GLOB.access_away_general, GLOB.access_away_maint, GLOB.access_away_sec)
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||||
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/obj/item/weapon/card/id/away/old
|
||||
name = "a perfectly generic identification card"
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desc = "A perfectly generic identification card. Looks like it could use some flavor."
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access = list(GLOB.access_away_general)
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/obj/item/weapon/card/id/away/old/sec
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name = "Security Officer ID"
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desc = "Security officers ID card."
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||||
icon_state = "centcom"
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/obj/item/weapon/card/id/away/old/sci
|
||||
name = "Scientist ID"
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||||
desc = "Scientists ID card."
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||||
icon_state = "centcom"
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||||
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||||
/obj/item/weapon/card/id/away/old/eng
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||||
name = "Engineer ID"
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desc = "Engineers ID card."
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||||
icon_state = "centcom"
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/obj/item/weapon/card/id/away/old/apc
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name = "APC Access ID"
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desc = "Special ID card to allow access to APCs"
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icon_state = "centcom"
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access = list(GLOB.access_engine_equip)
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@@ -27,6 +27,9 @@
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* Backpack Types
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||||
*/
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/obj/item/weapon/storage/backpack/old
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max_combined_w_class = 12
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/obj/item/weapon/storage/backpack/holding
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name = "bag of holding"
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desc = "A backpack that opens into a localized pocket of Blue Space."
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@@ -31,6 +31,22 @@
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new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
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new /obj/item/device/healthanalyzer(src)
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/obj/item/weapon/storage/firstaid/ancient
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icon_state = "firstaid"
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desc = "A first aid kit with the ability to heal common types of injuries."
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/obj/item/weapon/storage/firstaid/ancient/PopulateContents()
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if(empty)
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return
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new /obj/item/stack/medical/gauze(src)
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new /obj/item/stack/medical/bruise_pack(src)
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new /obj/item/stack/medical/bruise_pack(src)
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new /obj/item/stack/medical/bruise_pack(src)
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new /obj/item/stack/medical/ointment(src)
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new /obj/item/stack/medical/ointment(src)
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new /obj/item/stack/medical/ointment(src)
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/obj/item/weapon/storage/firstaid/fire
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name = "burn treatment kit"
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desc = "A specialized medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
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@@ -436,4 +436,68 @@
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back = /obj/item/weapon/storage/backpack/satchel/leather
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head = /obj/item/clothing/head/HoS/syndicate
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mask = /obj/item/clothing/mask/cigarette/cigar/havana
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glasses = /obj/item/clothing/glasses/thermal/eyepatch
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glasses = /obj/item/clothing/glasses/thermal/eyepatch
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//Ancient cryogenic sleepers. Players become NT crewmen from a hundred year old space station, now on the verge of collapse.
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/obj/effect/mob_spawn/human/oldsec
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name = "old cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a security uniform underneath the built up ice. The machine is attempting to wake up its occupant"
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mob_name = "a security officer"
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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random = TRUE
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mob_species = /datum/species/human
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flavour_text = "<font size=3><b>Y</b></font><b>ou are a security officer working for NanoTrasen, stationed onboard a state of the art research station. You vaguely recall rushing into a \
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cryogenics pod due to a oncoming radiation storm. The last thing you remember is the station's Artifical Program telling you that you would only be asleep for eight hours. As you open \
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your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod."
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uniform = /obj/item/clothing/under/rank/security
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shoes = /obj/item/clothing/shoes/jackboots
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id = /obj/item/weapon/card/id/away/old/sec
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/obj/effect/mob_spawn/human/oldsec/Destroy()
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new/obj/structure/showcase/oldpod(get_turf(src))
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return ..()
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/obj/effect/mob_spawn/human/oldeng
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name = "old cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a engineering uniform underneath the built up ice. The machine is attempting to wake up its occupant"
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mob_name = "a engineer"
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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random = TRUE
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mob_species = /datum/species/human
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flavour_text = "<font size=3><b>Y</b></font><b>ou are a engineer working for NanoTrasen, stationed onboard a state of the art research station. You vaguely recall rushing into a \
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cryogenics pod due to a oncoming radiation storm. The last thing you remember is the station's Artifical Program telling you that you would only be asleep for eight hours. As you open \
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||||
your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod."
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uniform = /obj/item/clothing/under/rank/engineer
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shoes = /obj/item/clothing/shoes/workboots
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id = /obj/item/weapon/card/id/away/old/eng
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/obj/effect/mob_spawn/human/oldeng/Destroy()
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new/obj/structure/showcase/oldpod(get_turf(src))
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return ..()
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/obj/effect/mob_spawn/human/oldsci
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name = "old cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a science uniform underneath the built up ice. The machine is attempting to wake up its occupant"
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mob_name = "a scientist"
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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||||
death = FALSE
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random = TRUE
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mob_species = /datum/species/human
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flavour_text = "<font size=3><b>Y</b></font><b>ou are a scientist working for NanoTrasen, stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
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cryogenics pod due to a oncoming radiation storm. The last thing you remember is the station's Artifical Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod."
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uniform = /obj/item/clothing/under/rank/scientist
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shoes = /obj/item/clothing/shoes/laceup
|
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id = /obj/item/weapon/card/id/away/old/sci
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/obj/effect/mob_spawn/human/oldsci/Destroy()
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new/obj/structure/showcase/oldpod(get_turf(src))
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return ..()
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@@ -39,6 +39,13 @@
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icon = 'icons/obj/cloning.dmi'
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icon_state = "pod_g"
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/obj/structure/showcase/oldpod
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name = "damage cyrogenic pod"
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desc = "A damage cyrogenic pod long since lost to time, including its former occupant..."
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper-open"
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//Deconstructing
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//Showcases can be any sprite, so it makes sense that they can't be constructed.
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//However if a player wants to move an existing showcase or remove one, this is for that.
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@@ -115,6 +115,8 @@
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soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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if ("clownstep")
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soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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if ("suitstep")
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soundin = pick('sound/effects/suitstep1.ogg','sound/effects/suitstep2.ogg')
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if ("swing_hit")
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soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
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if ("hiss")
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@@ -32,6 +32,11 @@
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can_flashlight = 1
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dog_fashion = null
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/obj/item/clothing/head/helmet/old
|
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name = "degrading helmet"
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desc = "Standard issue security helmet. Due to degradation the helmet's visor obstructs the users ability to see long distances."
|
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tint = 2
|
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/obj/item/clothing/head/helmet/blueshirt
|
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icon_state = "blueshift"
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item_state = "blueshift"
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@@ -543,6 +543,34 @@
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else
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return FALSE
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//Old Prototype
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/obj/item/clothing/head/helmet/space/hardsuit/ancient
|
||||
name = "prototype RIG hardsuit helmet"
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||||
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
|
||||
icon_state = "hardsuit0-ancient"
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item_state = "anc_helm"
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armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
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tint = 2
|
||||
item_color = "ancient"
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||||
resistance_flags = FIRE_PROOF
|
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|
||||
/obj/item/clothing/suit/space/hardsuit/ancient
|
||||
name = "prototype RIG hardsuit"
|
||||
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
|
||||
icon_state = "hardsuit-ancient"
|
||||
item_state = "anc_hardsuit"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
|
||||
slowdown = 3
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/footstep = 1
|
||||
|
||||
obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move()
|
||||
if(footstep > 1)
|
||||
playsound(src, "suitstep", 50, 1)
|
||||
footstep = 0
|
||||
else
|
||||
footstep++
|
||||
|
||||
/////////////SHIELDED//////////////////////////////////
|
||||
|
||||
|
||||
@@ -93,6 +93,19 @@ Contains:
|
||||
desc = "An old, NASA Centcom branch designed, dark red space suit."
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/multitool)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/nasavoid/old
|
||||
name = "Engineering Void Helmet"
|
||||
desc = "A Centcom engineering dark red space suit helmet. While old and dusty, it still gets the job done."
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
|
||||
/obj/item/clothing/suit/space/nasavoid/old
|
||||
name = "Engineering Voidsuit"
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
desc = "A Centcom engineering dark red space suit. Age has degraded the suit making is difficult to move around in."
|
||||
slowdown = TRUE
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/multitool)
|
||||
|
||||
//Space santa outfit suit
|
||||
/obj/item/clothing/head/helmet/space/santahat
|
||||
|
||||
@@ -51,7 +51,6 @@
|
||||
icon_state = "syndicate-orange"
|
||||
item_state = "syndicate-orange"
|
||||
|
||||
|
||||
//Blue syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/blue
|
||||
name = "blue space helmet"
|
||||
|
||||
@@ -25,6 +25,13 @@
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/old
|
||||
name = "degrading armor vest"
|
||||
desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in."
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/blueshirt
|
||||
icon_state = "blueshift"
|
||||
item_state = "blueshift"
|
||||
|
||||
@@ -35,11 +35,17 @@
|
||||
/mob/living/simple_animal/hostile/hivebot/range
|
||||
name = "hivebot"
|
||||
desc = "A smallish robot, this one is armed!"
|
||||
icon_state = "ranged"
|
||||
icon_living = "ranged"
|
||||
icon_dead = "ranged"
|
||||
ranged = 1
|
||||
retreat_distance = 5
|
||||
minimum_distance = 5
|
||||
|
||||
/mob/living/simple_animal/hostile/hivebot/rapid
|
||||
icon_state = "ranged"
|
||||
icon_living = "ranged"
|
||||
icon_dead = "ranged"
|
||||
ranged = 1
|
||||
rapid = 1
|
||||
retreat_distance = 5
|
||||
@@ -47,6 +53,9 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/hivebot/strong
|
||||
name = "strong hivebot"
|
||||
icon_state = "strong"
|
||||
icon_living = "strong"
|
||||
icon_dead = "strong"
|
||||
desc = "A robot, this one is armed and looks tough!"
|
||||
health = 80
|
||||
maxHealth = 80
|
||||
|
||||
@@ -446,3 +446,51 @@
|
||||
|
||||
/obj/item/weapon/paper/crumpled/bloody
|
||||
icon_state = "scrap_bloodied"
|
||||
|
||||
/obj/item/weapon/paper/oldstat
|
||||
name = "Cyro Awakening Alert"
|
||||
info = "<B>**WARNING**</B><BR><BR>Catastrophic damage sustained to station. Powernet exhausted to reawaken crew.<BR><BR>Immediate Objectives<br><br>1: Activate emergency power generator<br>2: Lift station lockdown on the bridge<br><br>Please locate the 'Damage Report' on the bridge for a detailed situation report."
|
||||
|
||||
/obj/item/weapon/paper/oldstat/damagereport
|
||||
name = "Damage Report"
|
||||
info = "<b>*Damage Report*</b><br><br><b>Alpha Station</b> - Destroyed<br><br><b>Beta Station</b> - Catastrophic Damage. Medical, destroyed. Atmospherics, partially destroyed. Engine Core, destroyed.<br><br><b>Charlie Station</b> - Intact. Loss of oxygen to eastern side of main corridor.<br><br><b>Delta Station</b> - Intact. <b>WARNING</b>: Unknown force occupying Delta Station. Intent unknown. Species unknown. Numbers unknown.<br><br>Recommendation - Reestablish station powernet via solar array. Reestablish station atmospherics system to restore air."
|
||||
|
||||
/obj/item/weapon/paper/oldstat/protosuit
|
||||
name = "B01-RIG Hardsuit Report"
|
||||
info = "<b>*Prototype Hardsuit*</b><br><br>The B01-RIG Hardsuit is a prototype powered exoskeleton. Based off of a recovered pre-void war era united earth government powered military \
|
||||
exosuit, the RIG Hardsuit is a breakthrough in Hardsuit technology, and is the first post-void war era Hardsuit that can be safely used by a operator.<br><br>The B01 however suffers \
|
||||
a myriad of constraints. It is slow and bulky to move around, it lacks any significant armor plating against direct attacks and its internal heads up display is unfinished, \
|
||||
resulting in the user being unable to see long distances.<br><br>The B01 is unlikely to see any form of mass production, but will serve as a base for future Hardsuit developments."
|
||||
|
||||
/obj/item/weapon/paper/oldstat/protohealth
|
||||
name = "Health Analyser Report"
|
||||
info = "<b>*Health Analyser*</b><br><br>The portable Health Analyser is essentially a handheld varient of a health analyser. Years of research have concluded with this device which is \
|
||||
capable of diagnosing even the most critical, obscure or technical injuries any humanoid entity is suffering in a easy to understand format that even a non-trained health professional \
|
||||
can understand.<br><br>The health analyser is expected to go into full production as standard issue medical kit."
|
||||
|
||||
/obj/item/weapon/paper/oldstat/protogun
|
||||
name = "K14 Energy Gun Report"
|
||||
info = "<b>*K14-Multiphase Energy Gun*</b><br><br>The K14 Prototype Energy Gun is the first Energy Rifle that has been successfully been able to not only hold a larger ammo charge \
|
||||
than other gun models, but is capable of swapping between different energy projectile types on command with no incidents.<br><br>The weapon still suffers several drawbacks, its alternative, \
|
||||
non laser fire mode, can only fire one round before exhausting the energy cell, the weapon also remains prohibitively expensive, nonetheless NT Market Research fully believe this weapon \
|
||||
will form the backbone of our Energy weapon cataloge.<br><br>The K14 is expected to undergo revision to fix the ammo issues, the K15 is expected to replace the 'stun' setting with a \
|
||||
'disable' setting in a attempt to bypass the ammo issues."
|
||||
|
||||
/obj/item/weapon/paper/oldstat/protosing
|
||||
name = "Singularity Generator"
|
||||
info = "<b>*Singularity Generator*</b><br><br>Modern power generation typically comes in two forms, a Fusion Generator or a Fission Generator. Fusion provides the best space to power \
|
||||
ratio, and is typically seen on military or high security ships and stations, however Fission reactors require the usage of expensive, and rare, materials in its construction.. Fission generators are massive and bulky, and require a large reserve of uranium to power, however they are extremely cheap to operate and oft need little maintenance once \
|
||||
operational.<br><br>The Singularity aims to alter this, a functional Singularity is essentially a controlled Black Hole, a Black Hole that generates far more power than Fusion or Fission \
|
||||
generators can ever hope to produce. "
|
||||
|
||||
/obj/item/weapon/paper/oldstat/protoinv
|
||||
name = "Laboratory Inventory"
|
||||
info = "<b>*Inventory*</b><br><br>(1) Prototype Hardsuit<br><br>(1)Health Analyser<br><br>(1)Prototype Energy Gun<br><br>(1)Singularity Generation Disk<br><br><b>DO NOT REMOVE WITHOUT \
|
||||
THE CAPTAIN AND RESEARCH DIRECTOR'S AUTHORISATION<b/>"
|
||||
|
||||
/obj/item/weapon/paper/oldstat/report
|
||||
name = "Crew Reawakening Report"
|
||||
info = "Artifical Program's report to surviving crewmembers.<br><br>Crew were placed into cryostasis on March 10th, 2445.<br><br>Crew were awoken from cryostasis around June, 2557.<br><br> \
|
||||
<b>SIGNIFICANT EVENTS OF NOTE</b><br>1: The primary radiation detectors were taken offline after 112 years due to power failure, secondary radioation detectors showed no residual \
|
||||
radioation on station. Deduction, primariy detector was malfunctioning and was producing a radioation signal when there was none.<br><br>2: A data burst from a nearby Nanotrasen Space \
|
||||
Station was recieved, this data burst contained research data that has been uploaded to our RnD labs.<br><br>3: Unknown invasion force has occupied Delta station."
|
||||
|
||||
@@ -30,6 +30,11 @@
|
||||
e_cost = 83
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/lasergun/old
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 200
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/hos
|
||||
e_cost = 100
|
||||
|
||||
@@ -88,6 +93,9 @@
|
||||
/obj/item/ammo_casing/energy/electrode/hos
|
||||
e_cost = 200
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/old
|
||||
e_cost = 1000
|
||||
|
||||
/obj/item/ammo_casing/energy/ion
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
select_name = "ion"
|
||||
|
||||
@@ -38,6 +38,13 @@
|
||||
ammo_x_offset = 2
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode/spec, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
|
||||
|
||||
/obj/item/weapon/gun/energy/e_gun/old
|
||||
name = "prototype energy gun"
|
||||
desc = "NT-P:01 Prototype Energy Gun. Early stage development of a unique laser rifle that has multifaceted energy lens allowing the gun to alter the form of projectile it fires on command."
|
||||
icon_state = "protolaser"
|
||||
ammo_x_offset = 2
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old)
|
||||
|
||||
/obj/item/weapon/gun/energy/e_gun/mini/practice_phaser
|
||||
name = "practice phaser"
|
||||
desc = "A modified version of the basic phaser gun, this one fires less concentrated energy bolts designed for target practice."
|
||||
|
||||
@@ -24,6 +24,13 @@
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's private security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/retro/old
|
||||
name ="laser gun"
|
||||
icon_state = "retro"
|
||||
desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cyro."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
|
||||
@@ -312,6 +312,102 @@
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/waterbottle/large/empty
|
||||
list_reagents = list()
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/hydrogen
|
||||
name = "hydrogen"
|
||||
list_reagents = list("hydrogen" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/lithium
|
||||
name = "lithium"
|
||||
list_reagents = list("lithium" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/carbon
|
||||
name = "carbon"
|
||||
list_reagents = list("carbon" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/nitrogen
|
||||
name = "nitrogen"
|
||||
list_reagents = list("nitrogen" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/oxygen
|
||||
name = "oxygen"
|
||||
list_reagents = list("oxygen" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/fluorine
|
||||
name = "fluorine"
|
||||
list_reagents = list("fluorine" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/sodium
|
||||
name = "sodium"
|
||||
list_reagents = list("sodium" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/aluminium
|
||||
name = "aluminium"
|
||||
list_reagents = list("aluminium" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/silicon
|
||||
name = "silicon"
|
||||
list_reagents = list("silicon" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/phosphorus
|
||||
name = "phosphorus"
|
||||
list_reagents = list("phosphorus" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/sulfur
|
||||
name = "sulfur"
|
||||
list_reagents = list("sulfur" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/chlorine
|
||||
name = "chlorine"
|
||||
list_reagents = list("chlorine" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/potassium
|
||||
name = "potassium"
|
||||
list_reagents = list("potassium" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/iron
|
||||
name = "iron"
|
||||
list_reagents = list("iron" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/copper
|
||||
name = "copper"
|
||||
list_reagents = list("copper" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/mercury
|
||||
name = "mercury"
|
||||
list_reagents = list("mercury" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/radium
|
||||
name = "radium"
|
||||
list_reagents = list("radium" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/water
|
||||
name = "water"
|
||||
list_reagents = list("water" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/ethanol
|
||||
name = "ethanol"
|
||||
list_reagents = list("ethanol" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/sugar
|
||||
name = "sugar"
|
||||
list_reagents = list("sugar" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/sacid
|
||||
name = "sacid"
|
||||
list_reagents = list("sacid" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/welding_fuel
|
||||
name = "welding_fuel"
|
||||
list_reagents = list("welding_fuel" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/silver
|
||||
name = "silver"
|
||||
list_reagents = list("silver" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/iodine
|
||||
name = "iodine"
|
||||
list_reagents = list("iodine" = 50)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large/bromine
|
||||
name = "bromine"
|
||||
list_reagents = list("bromine" = 50)
|
||||
@@ -41,3 +41,4 @@
|
||||
#_maps/RandomRuins/SpaceRuins/vaporwave.dmm
|
||||
#_maps/RandomRuins/SpaceRuins/bus.dmm
|
||||
#_maps/RandomRuins/SpaceRuins/miracle.dmm
|
||||
#_maps/RandomRuins/SpaceRuins/oldstation.dmm
|
||||
|
||||
|
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