Files
vgstation13/code/defines/obj/weapon.dm
vageyenaman@gmail.com 00119e0b4a ▫ Telecommunications is finally live. There's just too much to explain so I'm going to recommend you visit the wiki article on Telecommunications.
▫ AI satellite replaced with Communications Satellite.
▫ Some turret tweaks. Gave "AI" turrets a variable that controls what type of lethal shots they shoot.
▫ New job access level, Telecommunications Satellite. The CE, RD, and Captain get this access level.


▫ Some icon tweaks and stuff.
▫ Faster chem machine energy regeneration rate.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2959 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-16 01:14:19 +00:00

1681 lines
57 KiB
Plaintext

/obj/item/weapon
name = "weapon"
icon = 'weapons.dmi'
/obj/item/weapon/offhand
name = "Offhand"
var/linked_weapon_name = ""
w_class = 5.0
icon_state = "offhand"
/obj/item/weapon/shield
name = "shield"
/obj/item/weapon/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon = 'weapons.dmi'
icon_state = "riot"
flags = FPRINT | TABLEPASS| CONDUCT| ONBACK
force = 5.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 4.0
g_amt = 7500
m_amt = 1000
origin_tech = "materials=2"
IsShield()
return 1
/obj/item/weapon/sord
name = "SORD"
desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
icon_state = "sord"
item_state = "sord"
flags = FPRINT | ONBELT | TABLEPASS
force = 2
throwforce = 1
w_class = 3
/obj/item/weapon/claymore
name = "claymore"
desc = "what are you standing around staring at this for? get to killing!"
icon_state = "claymore"
item_state = "claymore"
flags = FPRINT | ONBELT | TABLEPASS
force = 40
throwforce = 10
w_class = 3
IsShield()
return 1
/obj/item/weapon/bodybag
name = "body bag"
desc = "Bag mixed with a bit of body."
icon = 'closet.dmi'
icon_state = "bodybag"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 1.0
g_amt = 7500
m_amt = 1000
origin_tech = "materials=2"
/obj/item/weapon/rsf
name = "Rapid-Service-Fabricator (RSF)"
desc = "A device used to rapidly deploy service items."
icon = 'items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0.0
var/matter = 0
var/mode = 1
flags = TABLEPASS
w_class = 3.0
/obj/item/weapon/rsp
name = "Rapid-Seed-Producer (RSP)"
desc = "A device used to rapidly deploy seeds."
icon = 'items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0.0
var/matter = 0
var/mode = 1
flags = TABLEPASS
w_class = 3.0
/obj/item/weapon/rcd_ammo
name = "Compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'ammo.dmi'
icon_state = "rcd"
item_state = "rcdammo"
opacity = 0
density = 0
anchored = 0.0
origin_tech = "materials=2"
m_amt = 30000
g_amt = 15000
/obj/item/weapon/spacecash
name = "Space Cash"
desc = "You're rich, bitch!"
icon = 'items.dmi'
icon_state = "spacecash"
opacity = 0
density = 0
anchored = 0.0
force = 1.0
throwforce = 1.0
throw_speed = 1
throw_range = 2
w_class = 1.0
var/access = list()
access = access_crate_cash
/obj/item/weapon/spacecash/c10
icon_state = "spacecash10"
access = access_crate_cash
/obj/item/weapon/spacecash/c20
icon_state = "spacecash20"
access = access_crate_cash
/obj/item/weapon/spacecash/c50
icon_state = "spacecash50"
access = access_crate_cash
/obj/item/weapon/spacecash/c100
icon_state = "spacecash100"
access = access_crate_cash
/obj/item/weapon/spacecash/c200
icon_state = "spacecash200"
access = access_crate_cash
/obj/item/weapon/spacecash/c500
icon_state = "spacecash500"
access = access_crate_cash
/obj/item/weapon/spacecash/c1000
icon_state = "spacecash1000"
access = access_crate_cash
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
name = "mass-spectrometer"
icon_state = "spectrometer"
item_state = "analyzer"
w_class = 2.0
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT | OPENCONTAINER
throwforce = 5
throw_speed = 4
throw_range = 20
m_amt = 30
g_amt = 20
origin_tech = "magnets=2;biotech=2"
var
details = 0
recent_fail = 0
/obj/item/device/mass_spectrometer/adv
name = "advanced mass-spectrometer"
icon_state = "adv_spectrometer"
details = 1
origin_tech = "magnets=4;biotech=2"
/obj/item/weapon/melee/baton
name = "Stun Baton"
desc = "A stun baton for hitting people with."
icon_state = "stunbaton"
item_state = "baton"
flags = FPRINT | ONBELT | TABLEPASS
force = 10
throwforce = 7
w_class = 3
var/charges = 10.0
var/maximum_charges = 10.0
var/status = 0
origin_tech = "combat=2"
/obj/item/weapon/melee/chainofcommand
name = "Chain of Command"
desc = "The Captain is first and all other heads are last."
icon_state = "chainofcommand"
item_state = "chainofcommand"
flags = FPRINT | ONBELT | TABLEPASS
force = 10
throwforce = 7
w_class = 3
var/charges = 50.0
var/maximum_charges = 50.0
var/status = 1
origin_tech = "combat=4"
/obj/item/weapon/melee/energy
var/active = 0
/obj/item/weapon/melee/energy/axe
name = "Axe"
desc = "An energised battle axe."
icon_state = "axe0"
force = 40.0
throwforce = 25.0
throw_speed = 1
throw_range = 5
w_class = 3.0
flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS
origin_tech = "combat=3"
/obj/item/weapon/melee/energy/sword
var/color
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
origin_tech = "magnets=3;syndicate=4"
/obj/item/weapon/melee/energy/sword/chainsword
color = "chain"
New()
return
/obj/item/weapon/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
/obj/item/weapon/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 70.0//Normal attacks deal very high damage.
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 1
throw_range = 1
w_class = 4.0//So you can't hide it in your pocket or some such.
flags = FPRINT | TABLEPASS | NOSHIELD
var/datum/effect/effect/system/spark_spread/spark_system
/obj/item/weapon/bananapeel
name = "Banana Peel"
desc = "A peel from a banana."
icon = 'items.dmi'
icon_state = "banana_peel"
item_state = "banana_peel"
w_class = 1.0
throwforce = 0
throw_speed = 4
throw_range = 20
/obj/item/weapon/soap
name = "Soap"
desc = "A cheap bar of soap. Doesn't smell."
icon = 'items.dmi'
icon_state = "soap"
w_class = 1.0
throwforce = 0
throw_speed = 4
throw_range = 20
/obj/item/weapon/soap/nanotrasen
desc = "A Nanotrasen brand bar of soap. Smells of plasma."
icon_state = "soapnt"
/obj/item/weapon/soap/deluxe
desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms."
icon_state = "soapdeluxe"
/obj/item/weapon/soap/syndie
desc = "An untrustworthy bar of soap. Smells of fear."
icon_state = "soapsyndie"
/obj/item/weapon/bedsheet
name = "bedsheet"
desc = "Nice, linen, bedsheet. Perfect to put on."
icon = 'items.dmi'
icon_state = "sheet"
layer = 4.0
item_state = "bedsheet"
throwforce = 1
w_class = 1.0
throw_speed = 2
throw_range = 10
var/color = "white"
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
color = "blue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
color = "green"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
color = "orange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
color = "purple"
/obj/item/weapon/bedsheet/rainbow
icon_state = "sheetrainbow"
color = "rainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
color = "red"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
color = "yellow"
/obj/item/weapon/bedsheet/mime
icon_state = "sheetmime"
color = "mime"
/obj/item/weapon/bedsheet/clown
icon_state = "sheetclown"
color = "clown"
/obj/item/weapon/bedsheet/captain
icon_state = "sheetcaptain"
color = "captain"
/obj/item/weapon/bedsheet/rd
icon_state = "sheetrd"
color = "director"
/obj/item/weapon/bedsheet/medical
icon_state = "sheetmedical"
color = "medical"
/obj/item/weapon/bedsheet/hos
icon_state = "sheethos"
color = "hosred"
/obj/item/weapon/bedsheet/hop
icon_state = "sheethop"
color = "hop"
/obj/item/weapon/bedsheet/ce
icon_state = "sheetce"
color = "chief"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
color = "brown"
/obj/item/weapon/bikehorn
name = "Bike Horn"
desc = "A horn off of a bicycle."
icon = 'items.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
throwforce = 3
w_class = 1.0
throw_speed = 3
throw_range = 15
var/spam_flag = 0
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'items.dmi'
amount = 5
max_amount = 5
w_class = 1
throw_speed = 4
throw_range = 20
var/heal_brute = 0
var/heal_burn = 0
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A pack designed to treat blunt-force trauma."
icon_state = "brutepack"
heal_brute = 60
origin_tech = "biotech=1"
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 40
origin_tech = "biotech=1"
/obj/item/weapon/c_tube
name = "cardboard tube"
desc = "A tube... of cardboard."
icon = 'items.dmi'
icon_state = "c_tube"
throwforce = 1
w_class = 1.0
throw_speed = 4
throw_range = 5
/obj/item/weapon/camera
name = "camera"
desc = "Use this to take pictures."
icon_state = "camera"
var/last_pic = 1.0
item_state = "wrench"
w_class = 2.0
origin_tech = "magnets=1"
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'card.dmi'
w_class = 1.0
var/list/files = list( )
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/clown
name = "Coordinates to Clown Planet"
icon_state = "data"
item_state = "card-id"
layer = 3
level = 2
desc = "This card contains coordinates to the fabled Clown Planet. Handle with care."
function = "teleporter"
data = "Clown Land"
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = "magnets=2;syndicate=2"
/obj/item/weapon/card/id
name = "identification card"
desc = "An identification card. No shit."
icon_state = "id"
item_state = "card-id"
var/access = list()
var/registered = null
var/assignment = null
var/obj/item/weapon/photo/PHOTO = null
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate
name = "agent card"
desc = "Shhhhh."
access = list(access_maint_tunnels)
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate_command
name = "Syndicate ID card"
desc = "An ID straight from the Syndicate."
registered = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate)
/obj/item/weapon/card/id/captains_spare
name = "Captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
registered = "Captain"
assignment = "Captain"
New()
access = get_access("Captain")
..()
/obj/item/weapon/card/id/centcom
name = "CentCom ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered = "Central Command"
assignment = "General"
New()
access = get_all_centcom_access()
..()
/obj/item/weapon/clipboard
name = "clipboard"
desc = "Apply paper to this to write better. Can also hold pens."
icon = 'items.dmi'
icon_state = "clipboard00"
var/obj/item/weapon/pen/pen = null
item_state = "clipboard"
throwforce = 0
w_class = 2.0
throw_speed = 3
throw_range = 10
#define MAXCOIL 30
/obj/item/weapon/cable_coil
name = "cable coil"
icon = 'power.dmi'
icon_state = "coil_red"
var/amount = MAXCOIL
var/color = "red"
desc = "A coil of power cable."
throwforce = 10
w_class = 2.0
throw_speed = 2
throw_range = 5
m_amt = 50
g_amt = 20
flags = TABLEPASS|USEDELAY|FPRINT|CONDUCT
item_state = "coil_red"
/obj/item/weapon/cable_coil/cut
item_state = "coil_red2"
/obj/item/weapon/cable_coil/yellow
color = "yellow"
icon_state = "coil_yellow"
/obj/item/weapon/cable_coil/blue
color = "blue"
icon_state = "coil_blue"
/obj/item/weapon/cable_coil/green
color = "green"
icon_state = "coil_green"
/obj/item/weapon/crowbar
name = "crowbar"
desc = "Used to hit floors"
icon = 'items.dmi'
icon_state = "crowbar"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
throwforce = 7.0
item_state = "wrench"
w_class = 2.0
m_amt = 50
origin_tech = "engineering=1"
/obj/item/weapon/crowbar/red
icon = 'items.dmi'
icon_state = "red_crowbar"
/obj/item/weapon/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
name = "Fire axe"
desc = "Truly, the tool of a madman. Who would possibly think to fight fire with an axe?"
force = 5
w_class = 4.0
flags = ONBACK
twohanded = 1
force_unwielded = 5
force_wielded = 18
/obj/item/weapon/cane
name = "cane"
desc = "A cane used by a true gentlemen. Or a clown."
icon = 'weapons.dmi'
icon_state = "cane"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
throwforce = 7.0
item_state = "cane"
w_class = 2.0
m_amt = 50
/obj/item/weapon/cane/browncane
name = " browncane"
icon_state = "browncane"
/obj/item/weapon/disk
name = "disk"
icon = 'items.dmi'
/obj/item/weapon/disk/nuclear
name = "Nuclear Authentication Disk"
desc = "Better keep this safe."
icon_state = "nucleardisk"
item_state = "card-id"
w_class = 1.0
/obj/item/weapon/dummy
name = "dummy"
invisibility = 101.0
anchored = 1.0
flags = 2.0
/obj/item/weapon/extinguisher
name = "fire extinguisher"
desc = "Contains water....dangit..."
icon = 'items.dmi'
icon_state = "fire_extinguisher0"
var/last_use = 1.0
var/safety = 1
hitsound = 'smash.ogg'
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
throwforce = 10
w_class = 3.0
throw_speed = 2
throw_range = 10
force = 10.0
item_state = "fire_extinguisher"
m_amt = 90
/obj/item/weapon/f_card
name = "Finger Print Card"
desc = "Used to take fingerprints."
icon = 'card.dmi'
icon_state = "fingerprint0"
var/amount = 10.0
item_state = "paper"
throwforce = 1
w_class = 1.0
throw_speed = 3
throw_range = 5
/obj/item/weapon/fcardholder
name = "Finger Print Case"
desc = "Apply finger print card."
icon = 'items.dmi'
icon_state = "fcardholder0"
item_state = "clipboard"
/obj/item/weapon/flasks
name = "flask"
icon = 'Cryogenic2.dmi'
var/oxygen = 0.0
var/plasma = 0.0
var/coolant = 0.0
/obj/item/weapon/flasks/coolant
name = "light blue flask"
icon_state = "coolant-c"
coolant = 1000.0
/obj/item/weapon/flasks/oxygen
name = "blue flask"
icon_state = "oxygen-c"
oxygen = 500.0
/obj/item/weapon/flasks/plasma
name = "orange flask"
icon_state = "plasma-c"
plasma = 500.0
/*
/obj/item/weapon/game_kit
name = "Gaming Kit"
icon = 'items.dmi'
icon_state = "game_kit"
var/selected = null
var/board_stat = null
var/data = ""
var/base_url = "http://svn.slurm.us/public/spacestation13/misc/game_kit"
item_state = "sheet-metal"
w_class = 5.0
*/
/obj/item/weapon/gift
name = "gift"
desc = "A wrapped item."
icon = 'items.dmi'
icon_state = "gift3"
var/size = 3.0
var/obj/item/gift = null
item_state = "gift"
w_class = 4.0
/obj/item/weapon/hand_tele
name = "hand tele"
desc = "A portable item using blue-space technology."
icon = 'device.dmi'
icon_state = "hand_tele"
item_state = "electronic"
throwforce = 5
w_class = 2.0
throw_speed = 3
throw_range = 5
m_amt = 10000
origin_tech = "magnets=1;bluespace=3"
/obj/item/weapon/handcuffs
name = "handcuffs"
desc = "Use this to keep prisoners in line."
icon = 'items.dmi'
icon_state = "handcuff"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
throwforce = 5
w_class = 2.0
throw_speed = 2
throw_range = 5
m_amt = 500
origin_tech = "materials=1"
var/dispenser = 0
/obj/item/weapon/handcuffs/cyborg
dispenser = 1
/obj/item/weapon/locator
name = "locator"
desc = "Used to track those with locater implants."
icon = 'device.dmi'
icon_state = "locator"
var/temp = null
var/frequency = 1451
var/broadcasting = null
var/listening = 1.0
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 2.0
item_state = "electronic"
throw_speed = 4
throw_range = 20
m_amt = 400
origin_tech = "magnets=1"
/obj/item/weapon/caution
desc = "Caution! Wet Floor!"
name = "wet floor sign"
icon = 'janitor.dmi'
icon_state = "caution"
force = 1.0
throwforce = 3.0
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = FPRINT | TABLEPASS
/obj/item/weapon/paper
name = "Paper"
icon = 'paper.dmi'
icon_state = "paper"
var/info = null
throwforce = 0
w_class = 1.0
throw_speed = 3
throw_range = 15
layer = 4
var/list/stamped
var/see_face = 1
var/body_parts_covered = HEAD
var/protective_temperature = T0C + 10
var/heat_transfer_coefficient = 0.99
var/gas_transfer_coefficient = 1
var/permeability_coefficient = 0.99
var/siemens_coefficient = 0.80
/obj/item/weapon/directions
name = "Crumpled Paper"
desc = "This is a crumpled piece fo paper."
icon = 'weapons.dmi'
icon_state = "crumpled"
throwforce = 0
w_class = 1.0
throw_speed = 3
throw_range = 15
//layer = 4
/obj/item/weapon/paper/Court
name = "paper- 'Judgement'"
info = "For crimes against the station, the offender is sentenced to:<BR>\n<BR>\n"
/obj/item/weapon/paper/Toxin
name = "paper- 'Chemical Information'"
info = "Known Onboard Toxins:<BR>\n\tGrade A Semi-Liquid Plasma:<BR>\n\t\tHighly poisonous. You cannot sustain concentrations above 15 units.<BR>\n\t\tA gas mask fails to filter plasma after 50 units.<BR>\n\t\tWill attempt to diffuse like a gas.<BR>\n\t\tFiltered by scrubbers.<BR>\n\t\tThere is a bottled version which is very different<BR>\n\t\t\tfrom the version found in canisters!<BR>\n<BR>\n\t\tWARNING: Highly Flammable. Keep away from heat sources<BR>\n\t\texcept in a enclosed fire area!<BR>\n\t\tWARNING: It is a crime to use this without authorization.<BR>\nKnown Onboard Anti-Toxin:<BR>\n\tAnti-Toxin Type 01P: Works against Grade A Plasma.<BR>\n\t\tBest if injected directly into bloodstream.<BR>\n\t\tA full injection is in every regular Med-Kit.<BR>\n\t\tSpecial toxin Kits hold around 7.<BR>\n<BR>\nKnown Onboard Chemicals (other):<BR>\n\tRejuvenation T#001:<BR>\n\t\tEven 1 unit injected directly into the bloodstream<BR>\n\t\t\twill cure paralysis and sleep toxins.<BR>\n\t\tIf administered to a dying patient it will prevent<BR>\n\t\t\tfurther damage for about units*3 seconds.<BR>\n\t\t\tit will not cure them or allow them to be cured.<BR>\n\t\tIt can be administeredd to a non-dying patient<BR>\n\t\t\tbut the chemicals disappear just as fast.<BR>\n\tSleep Toxin T#054:<BR>\n\t\t5 units wilkl induce precisely 1 minute of sleep.<BR>\n\t\t\tThe effect are cumulative.<BR>\n\t\tWARNING: It is a crime to use this without authorization"
/obj/item/weapon/paper/courtroom
name = "paper- 'A Crash Course in Legal SOP on SS13'"
info = "<B>Roles:</B><BR>\nThe Detective is basically the investigator and prosecutor.<BR>\nThe Staff Assistant can perform these functions with written authority from the Detective.<BR>\nThe Captain/HoP/Warden is ct as the judicial authority.<BR>\nThe Security Officers are responsible for executing warrants, security during trial, and prisoner transport.<BR>\n<BR>\n<B>Investigative Phase:</B><BR>\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.<BR>\n<BR>\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.<BR>\n<BR>\n<B>Pre-Pre-Trial Phase:</B><BR>\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.<BR>\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.<BR>\n<B>Possible Motions:</B><BR>\n1. <U>Invalidate Evidence-</U> Something with the evidence is wrong and the evidence is to be thrown out. This includes irrelevance or corrupt security.<BR>\n2. <U>Free Movement-</U> Basically the defendant is to be kept uncuffed before and during the trial.<BR>\n3. <U>Subpoena Witness-</U> If the defense presents god reasons for needing a witness but said person fails to cooperate then a subpoena is issued.<BR>\n4. <U>Drop the Charges-</U> 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.<BR>\n5. <U>Declare Incompetent-</U> 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.<BR>\n<BR>\nALL SIDES MOVE TO A COURTROOM<BR>\n<B>Pre-Trial Hearings:</B><BR>\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.<BR>\n<BR>\n<B>The Trial:</B><BR>\nThe trial has three phases.<BR>\n1. <B>Opening Arguments</B>- Each side can give a short speech. They may not present ANY evidence.<BR>\n2. <B>Witness Calling/Evidence Presentation</B>- 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.<BR>\nFINALLY once both sides are done calling witnesses we move onto the next phase.<BR>\n3. <B>Closing Arguments</B>- Same as opening.<BR>\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.<BR>\n<BR>\n<B>Sentencing Phase:</B><BR>\nIf the death penalty was sought (you MUST have gone through a trial for death penalty) then skip to the second part. <BR>\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.<BR>\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.<BR>\n<BR>\nTADA you're done. Security then executes the sentence and adds the applicable convictions to the person's record.<BR>\n"
/obj/item/weapon/paper/hydroponics
name = "paper- 'Greetings from Billy Bob'"
info = "<B>Hey fellow botanist!</B><BR>\n<BR>\nI didn't trust the station folk so I left<BR>\na couple of weeks ago. But here's some<BR>\ninstructions on how to operate things here.<BR>\nYou can grow plants and each iteration they become<BR>\nstronger, more potent and have better yield, if you<BR>\nknow which ones to pick. Use your botanist's analyzer<BR>\nfor that. You can turn harvested plants into seeds<BR>\nat the seed extractor, and replant them for better stuff!<BR>\nSometimes if the weed level gets high in the tray<BR>\nmutations into different mushroom or weed species have<BR>\nbeen witnessed. On the rare occassion even weeds mutate!<BR>\n<BR>\nEither way, have fun!<BR>\n<BR>\nBest regards,<BR>\nBilly Bob Johnson.<BR>\n<BR>\nPS.<BR>\nHere's a few tips:<BR>\nIn nettles, potency = damage<BR>\nIn amanitas, potency = deadliness + side effect<BR>\nIn Liberty caps, potency = drug power + effect<BR>\nIn chilis, potency = heat<BR>\n<B>Nutrients keep mushrooms alive!</B><BR>\n<B>Water keeps weeds such as nettles alive!</B><BR>\n<B>All other plants need both.</B>"
/obj/item/weapon/paper/flag
icon_state = "flag_neutral"
item_state = "paper"
anchored = 1.0
/obj/item/weapon/paper/jobs
name = "paper- 'Job Information'"
info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.<BR>\nThe data will be in the following form.<BR>\nGenerally lower ranking positions come first in this list.<BR>\n<BR>\n<B>Job Name</B> general access>lab access-engine access-systems access (atmosphere control)<BR>\n\tJob Description<BR>\nJob Duties (in no particular order)<BR>\nTips (where applicable)<BR>\n<BR>\n<B>Research Assistant</B> 1>1-0-0<BR>\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.<BR>\n1. Assist the researchers.<BR>\n2. Clean up the labs.<BR>\n3. Prepare materials.<BR>\n<BR>\n<B>Staff Assistant</B> 2>0-0-0<BR>\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)<BR>\n1. Patrol ship/Guard key areas<BR>\n2. Assist security officer<BR>\n3. Perform other security duties.<BR>\n<BR>\n<B>Technical Assistant</B> 1>0-0-1<BR>\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.<BR>\n1. Assist Station technician and Engineers.<BR>\n2. Perform general maintenance of station.<BR>\n3. Prepare materials.<BR>\n<BR>\n<B>Medical Assistant</B> 1>1-0-0<BR>\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)<BR>\n1. Assist the medical personnel.<BR>\n2. Update medical files.<BR>\n3. Prepare materials for medical operations.<BR>\n<BR>\n<B>Research Technician</B> 2>3-0-0<BR>\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.<BR>\n1. Inform superiors of research.<BR>\n2. Perform research alongside of official researchers.<BR>\n<BR>\n<B>Detective</B> 3>2-0-0<BR>\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.<BR>\n1. Perform crime-scene investigations/draw conclusions.<BR>\n2. Store and catalogue evidence properly.<BR>\n3. Testify to superiors/inquieries on findings.<BR>\n<BR>\n<B>Station Technician</B> 2>0-2-3<BR>\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.<BR>\n1. Maintain SS13 systems.<BR>\n2. Repair equipment.<BR>\n<BR>\n<B>Atmospheric Technician</B> 3>0-0-4<BR>\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.<BR>\n1. Maintain atmosphere on SS13<BR>\n2. Research atmospheres on the space station. (safely please!)<BR>\n<BR>\n<B>Engineer</B> 2>1-3-0<BR>\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.<BR>\n1. Upkeep the engine.<BR>\n2. Prevent fires in the engine.<BR>\n3. Maintain a safe orbit.<BR>\n<BR>\n<B>Medical Researcher</B> 2>5-0-0<BR>\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.<BR>\n1. Make sure the station is kept safe.<BR>\n2. Research medical properties of materials studied of Space Station 13.<BR>\n<BR>\n<B>Scientist</B> 2>5-0-0<BR>\n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Plasma Technicians as plasma is the material they routinly handle.<BR>\n1. Research plasma<BR>\n2. Make sure all plasma is properly handled.<BR>\n<BR>\n<B>Medical Doctor (Officer)</B> 2>0-0-0<BR>\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.<BR>\n1. Heal wounded people.<BR>\n2. Perform examinations of all personnel.<BR>\n3. Moniter usage of medical equipment.<BR>\n<BR>\n<B>Security Officer</B> 3>0-0-0<BR>\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.<BR>\n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)<BR>\n1. Maintain order.<BR>\n2. Assist others.<BR>\n3. Repair structural problems.<BR>\n<BR>\n<B>Head of Security</B> 4>5-2-2<BR>\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.<BR>\n1. Oversee security.<BR>\n2. Assign patrol duties.<BR>\n3. Protect the station and staff.<BR>\n<BR>\n<B>Head of Personnel</B> 4>4-2-2<BR>\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.<BR>\n1. Assign duties.<BR>\n2. Moderate personnel.<BR>\n3. Moderate research. <BR>\n<BR>\n<B>Captain</B> 5>5-5-5 (unrestricted station wide access)<BR>\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.<BR>\n1. Assign all positions on SS13<BR>\n2. Inspect the station for any problems.<BR>\n3. Perform administrative duties.<BR>\n"
/obj/item/weapon/paper/photograph
name = "photo"
icon_state = "photo"
var/photo_id = 0.0
item_state = "paper"
/obj/item/weapon/paper/sop
name = "paper- 'Standard Operating Procedure'"
info = "Alert Levels:<BR>\nBlue- Emergency<BR>\n\t1. Caused by fire<BR>\n\t2. Caused by manual interaction<BR>\n\tAction:<BR>\n\t\tClose all fire doors. These can only be opened by reseting the alarm<BR>\nRed- Ejection/Self Destruct<BR>\n\t1. Caused by module operating computer.<BR>\n\tAction:<BR>\n\t\tAfter the specified time the module will eject completely.<BR>\n<BR>\nEngine Maintenance Instructions:<BR>\n\tShut off ignition systems:<BR>\n\tActivate internal power<BR>\n\tActivate orbital balance matrix<BR>\n\tRemove volatile liquids from area<BR>\n\tWear a fire suit<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nToxin Laboratory Procedure:<BR>\n\tWear a gas mask regardless<BR>\n\tGet an oxygen tank.<BR>\n\tActivate internal atmosphere<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nDisaster Procedure:<BR>\n\tFire:<BR>\n\t\tActivate sector fire alarm.<BR>\n\t\tMove to a safe area.<BR>\n\t\tGet a fire suit<BR>\n\t\tAfter:<BR>\n\t\t\tAssess Damage<BR>\n\t\t\tRepair damages<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tMeteor Shower:<BR>\n\t\tActivate fire alarm<BR>\n\t\tMove to the back of ship<BR>\n\t\tAfter<BR>\n\t\t\tRepair damage<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tAccidental Reentry:<BR>\n\t\tActivate fire alrms in front of ship.<BR>\n\t\tMove volatile matter to a fire proof area!<BR>\n\t\tGet a fire suit.<BR>\n\t\tStay secure until an emergency ship arrives.<BR>\n<BR>\n\t\tIf ship does not arrive-<BR>\n\t\t\tEvacuate to a nearby safe area!"
/obj/item/weapon/paper_bin
name = "Paper Bin"
desc = "This contains many papers."
icon = 'paper.dmi'
icon_state = "paper_bin1"
var/amount = 30.0
item_state = "sheet-metal"
throwforce = 1
w_class = 3.0
throw_speed = 3
throw_range = 7
/obj/item/weapon/pen
desc = "It's a normal black ink pen."
name = "pen"
icon = 'paper.dmi'
icon_state = "pen"
flags = FPRINT | ONBELT | TABLEPASS
throwforce = 0
w_class = 1.0
throw_speed = 7
throw_range = 15
m_amt = 10
var/text_size = 2
var/text_color = "#000000"
var/text_bold = 0
var/text_italic = 0
var/text_underline = 0
var/text_break = 0
/obj/item/weapon/banhammer
desc = "A banhammer"
name = "Banhammer"
icon = 'items.dmi'
icon_state = "toyhammer"
flags = FPRINT | ONBELT | TABLEPASS
throwforce = 0
w_class = 1.0
throw_speed = 7
throw_range = 15
/obj/item/weapon/pen/sleepypen
desc = "It's a normal black ink pen with a sharp point and a carefully engraved \"Waffle Co.\""
flags = FPRINT | ONBELT | TABLEPASS | OPENCONTAINER
origin_tech = "materials=2;biotech=1;syndicate=7"
/obj/item/weapon/pen/paralysis
desc = "It's a normal black ink pen with a sharp point."
flags = FPRINT | ONBELT | TABLEPASS | OPENCONTAINER
origin_tech = "materials=2;biotech=1;syndicate=5"
/obj/item/weapon/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'items.dmi'
icon_state = "rack_parts"
flags = FPRINT | TABLEPASS| CONDUCT
m_amt = 3750
/obj/item/weapon/rubber_chicken
name = "Rubber Chicken"
desc = "A rubber chicken, isn't that hilarious?"
icon = 'items.dmi'
icon_state = "rubber_chicken"
item_state = "rubber_chicken"
w_class = 2.0
/obj/item/weapon/screwdriver
name = "screwdriver"
desc = "You can be totally screwwy with this."
icon = 'items.dmi'
icon_state = "screwdriver"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
g_amt = 0
m_amt = 75
/obj/item/weapon/shard
name = "shard"
icon = 'shards.dmi'
icon_state = "large"
desc = "Could probably be used as ... a throwing weapon?"
w_class = 1.0
force = 5.0
throwforce = 15.0
item_state = "shard-glass"
g_amt = 3750
/obj/item/weapon/syndicate_uplink
name = "station bounced radio"
desc = "Remain silent about this..."
icon = 'radio.dmi'
icon_state = "radio"
var/temp = null
var/uses = 10.0
var/selfdestruct = 0.0
var/traitor_frequency = 0.0
var/mob/currentUser = null
var/obj/item/device/radio/origradio = null
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
w_class = 2.0
item_state = "radio"
throw_speed = 4
throw_range = 20
m_amt = 100
origin_tech = "magnets=2;syndicate=3"
/obj/item/weapon/SWF_uplink
name = "station bounced radio"
desc = "used to comunicate it appears."
icon = 'radio.dmi'
icon_state = "radio"
var/temp = null
var/uses = 4.0
var/selfdestruct = 0.0
var/traitor_frequency = 0.0
var/obj/item/device/radio/origradio = null
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
item_state = "radio"
throwforce = 5
w_class = 2.0
throw_speed = 4
throw_range = 20
m_amt = 100
origin_tech = "magnets=1"
/obj/item/weapon/spellbook
name = "Spell Book"
desc = "The legendary book of spells of the wizard."
icon = 'library.dmi'
icon_state ="book"
throw_speed = 1
throw_range = 5
w_class = 1.0
flags = FPRINT | TABLEPASS
var/uses = 5.0
var/temp = null
var/spell_type = "verb"
var/max_uses = 5
/obj/item/weapon/spellbook/object_type_spells //used for giving out object spells as opposed to verb spells
spell_type = "object"
/obj/item/weapon/staff
name = "wizards staff"
desc = "Apparently a staff used by the wizard."
icon = 'wizard.dmi'
icon_state = "staff"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
/obj/item/weapon/staff/stick
name = "stick"
desc = "A great tool to drag someone else's drinks across the bar."
icon = 'weapons.dmi'
icon_state = "stick"
item_state = "stick"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
/obj/item/weapon/table_parts
name = "table parts"
desc = "Parts of a table. Poor table."
icon = 'items.dmi'
icon_state = "table_parts"
m_amt = 3750
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/weapon/table_parts/reinforced
name = "reinforced table parts"
desc = "Hard table parts. Well...harder..."
icon = 'items.dmi'
icon_state = "reinf_tableparts"
m_amt = 7500
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/weapon/table_parts/wood
name = "wooden table parts"
desc = "Keep away from fire."
icon_state = "wood_tableparts"
flags = null
/obj/item/weapon/teleportation_scroll
name = "Teleportation Scroll"
desc = "A scroll for moving around."
icon = 'wizard.dmi'
icon_state = "scroll"
var/uses = 4.0
flags = FPRINT | TABLEPASS
w_class = 2.0
item_state = "paper"
throw_speed = 4
throw_range = 20
origin_tech = "bluespace=4"
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"
icon = 'power.dmi'
icon_state = "item_wire"
var/amount = 1.0
var/laying = 0.0
var/old_lay = null
m_amt = 40
/obj/item/weapon/wrapping_paper
name = "wrapping paper"
desc = "You can use this to wrap items in."
icon = 'items.dmi'
icon_state = "wrap_paper"
var/amount = 20.0
/obj/item/weapon/cell
name = "power cell"
desc = "A rechargable electrochemical power cell."
icon = 'power.dmi'
icon_state = "cell"
item_state = "cell"
origin_tech = "powerstorage=1"
flags = FPRINT|TABLEPASS
force = 5.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
w_class = 3.0
pressure_resistance = 80
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
m_amt = 700
g_amt = 50
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
/obj/item/weapon/cell/crap
name = "Nanotrassen Brand Rechargable AA Battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = "powerstorage=0"
maxcharge = 500
g_amt = 40
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = "powerstorage=2"
maxcharge = 10000
g_amt = 60
/obj/item/weapon/cell/super
name = "super-capacity power cell"
origin_tech = "powerstorage=3"
maxcharge = 20000
g_amt = 70
/obj/item/weapon/cell/hyper
name = "hyper-capacity power cell"
origin_tech = "powerstorage=6"
maxcharge = 30000
g_amt = 80
/obj/item/weapon/cell/infinite
name = "infinite-capacity power cell!"
origin_tech = null
maxcharge = 30000
g_amt = 80
use()
return 1
/*/obj/item/weapon/cell/potato
name = "Potato Battery"
desc = "A rechargable starch based power cell."
icon = 'harvest.dmi'
icon_state = "potato_battery"
maxcharge = 100
m_amt = 0
g_amt = 0*/
/obj/item/weapon/camera_bug/attack_self(mob/usr as mob)
var/list/cameras = new/list()
for (var/obj/machinery/camera/C in world)
if (C.bugged && C.status)
cameras.Add(C)
if (length(cameras) == 0)
usr << "\red No bugged functioning cameras found."
return
var/list/friendly_cameras = new/list()
for (var/obj/machinery/camera/C in cameras)
friendly_cameras.Add(C.c_tag)
var/target = input("Select the camera to observe", null) as null|anything in friendly_cameras
if (!target)
return
for (var/obj/machinery/camera/C in cameras)
if (C.c_tag == target)
target = C
break
if (usr.stat == 2) return
usr.client.eye = target
/obj/item/weapon/module
icon = 'module.dmi'
icon_state = "std_module"
w_class = 2.0
item_state = "electronic"
flags = FPRINT|TABLEPASS|CONDUCT
var/mtype = 1 // 1=electronic 2=hardware
/obj/item/weapon/module/card_reader
name = "card reader module"
icon_state = "card_mod"
desc = "An electronic module for reading data and ID cards."
/obj/item/weapon/module/power_control
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."
/obj/item/weapon/module/id_auth
name = "ID authentication module"
icon_state = "id_mod"
desc = "A module allowing secure authorization of ID cards."
/obj/item/weapon/module/cell_power
name = "power cell regulator module"
icon_state = "power_mod"
desc = "A converter and regulator allowing the use of power cells."
/obj/item/weapon/module/cell_power
name = "power cell charger module"
icon_state = "power_mod"
desc = "Charging circuits for power cells."
/obj/item/weapon/a_gift
name = "gift"
desc = "A gift it appears."
icon = 'items.dmi'
icon_state = "gift"
item_state = "gift"
pressure_resistance = 70
/obj/item/weapon/camera_bug
name = "camera bug"
icon = 'device.dmi'
icon_state = "flash"
w_class = 1.0
item_state = "electronic"
throw_speed = 4
throw_range = 20
/obj/item/weapon/kitchen
icon = 'kitchen.dmi'
/obj/item/weapon/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8.0
throwforce = 10.0
throw_speed = 2
throw_range = 7
w_class = 3.0
/obj/item/weapon/kitchenknife
name = "Kitchen knife"
icon = 'kitchen.dmi'
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags = FPRINT | TABLEPASS | CONDUCT
force = 10.0
w_class = 3.0
throwforce = 6.0
throw_speed = 3
throw_range = 6
m_amt = 12000
origin_tech = "materials=1"
/obj/item/weapon/butch
name = "Butcher's Cleaver"
icon = 'kitchen.dmi'
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 2.0
throwforce = 8.0
throw_speed = 3
throw_range = 6
m_amt = 12000
origin_tech = "materials=1"
/obj/item/weapon/tray
name = "Tray"
icon = 'food.dmi'
icon_state = "tray"
desc = "A plastic tray to lay food on."
throwforce = 12.0
throwforce = 10.0
throw_speed = 1
throw_range = 5
w_class = 3.0
flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 3000
/* // NOPE
var/food_total= 0
var/burger_amt = 0
var/cheese_amt = 0
var/fries_amt = 0
var/classyalcdrink_amt = 0
var/alcdrink_amt = 0
var/bottle_amt = 0
var/soda_amt = 0
var/carton_amt = 0
var/pie_amt = 0
var/meatbreadslice_amt = 0
var/salad_amt = 0
var/miscfood_amt = 0
*/
var/list/carrying = list() // List of things on the tray. - Doohl
var/max_carry = 10 // w_class = 1 -- takes up 1
// w_class = 2 -- takes up 3
// w_class = 3 -- takes up 5
/obj/item/weapon/kitchen/utensil
force = 5.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
flags = FPRINT | TABLEPASS | CONDUCT
origin_tech = "materials=1"
/obj/item/weapon/kitchen/utensil/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
/obj/item/weapon/kitchen/utensil/knife
name = "knife"
desc = "Can cut through any food."
icon_state = "knife"
force = 10.0
throwforce = 10.0
/obj/item/weapon/kitchen/utensil/spoon
name = "spoon"
desc = "SPOON!"
icon_state = "spoon"
/obj/item/weapon/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'surgery.dmi'
icon_state = "scalpel"
flags = FPRINT | TABLEPASS | CONDUCT
force = 10.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
m_amt = 10000
g_amt = 5000
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'surgery.dmi'
icon_state = "retractor"
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'surgery.dmi'
icon_state = "hemostat"
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'surgery.dmi'
icon_state = "cautery"
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'surgery.dmi'
icon_state = "drill"
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'surgery.dmi'
icon_state = "saw"
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 1.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
m_amt = 20000
g_amt = 10000
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/syntiflesh
name = "Syntiflesh"
desc = "Meat that appears...strange..."
icon = 'food.dmi'
icon_state = "meat"
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "biotech=2"
/obj/item/weapon/stamp
desc = "A rubber stamp for stamping important documents."
name = "rubber stamp"
icon = 'paper.dmi'
icon_state = "stamp-qm"
item_state = "stamp"
flags = FPRINT | TABLEPASS
throwforce = 0
w_class = 1.0
throw_speed = 7
throw_range = 15
m_amt = 60
var/color = "cargo"
/obj/item/weapon/stamp/captain
name = "captain's rubber stamp"
icon_state = "stamp-cap"
color = "captain"
/obj/item/weapon/stamp/hop
name = "head of personnel's rubber stamp"
icon_state = "stamp-hop"
color = "hop"
/obj/item/weapon/stamp/hos
name = "head of security's rubber stamp"
icon_state = "stamp-hos"
color = "hosred"
/obj/item/weapon/stamp/ce
name = "chief engineer's rubber stamp"
icon_state = "stamp-ce"
color = "chief"
/obj/item/weapon/stamp/rd
name = "research director's rubber stamp"
icon_state = "stamp-rd"
color = "director"
/obj/item/weapon/stamp/cmo
name = "chief medical officer's rubber stamp"
icon_state = "stamp-cmo"
color = "medical"
/obj/item/weapon/stamp/denied
name = "DENIED rubber stamp"
icon_state = "stamp-qm"
color = "redcoat"
/obj/item/weapon/stamp/clown
name = "clown's rubber stamp"
icon_state = "stamp-clown"
color = "clown"
/*
/obj/item/weapon/cigarpacket
name = "Pete's Cuban Cigars"
desc = "The most robust cigars on the planet."
icon = 'cigarettes.dmi'
icon_state = "cigarpacket"
item_state = "cigarpacket"
w_class = 1
throwforce = 2
var/cigarcount = 6
flags = ONBELT | TABLEPASS */
/obj/item/weapon/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon = 'weapons.dmi'
icon_state = "mousetrap"
item_state = "mousetrap"
w_class = 1
force = null
throwforce = null
var/armed = 0
origin_tech = "combat=1"
/obj/item/weapon/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1
/obj/item/weapon/dice // -- TLE
name = "d6"
desc = "A dice with six sides."
var/sides = 6
icon_state = "dice"
item_state = "dice"
/obj/item/weapon/dice/d20 // -- TLE
name = "d20"
desc = "A dice with...hell that is many sides."
sides = 20
icon_state = "d20"
item_state = "dice"
/obj/item/weapon/pai_cable
desc = "A flexible coated cable with a universal jack on one end."
desc = "Some spacey cable."
name = "data cable"
icon = 'power.dmi'
icon_state = "wire1"
var/obj/machinery/machine
/obj/item/weapon/plastique
name = "Plastic Explosives"
desc = "Used to put holes in specific areas without too much extra hole."
icon = 'assemblies.dmi'
icon_state = "plastic-explosive0"
item_state = "plasticx"
flags = FPRINT | TABLEPASS | USEDELAY
w_class = 2.0
origin_tech = "syndicate=2"
var/timer = 10
var/atom/target = null
///////////////////////////////////////Stock Parts /////////////////////////////////
/obj/item/weapon/stock_parts
name = "stock part"
desc = "What?"
icon = 'stock_parts.dmi'
w_class = 2.0
var/rating = 1
New()
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
//Rank 1
/obj/item/weapon/stock_parts/console_screen
name = "Console Screen"
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = "materials=1"
g_amt = 200
/obj/item/weapon/stock_parts/capacitor
name = "Capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = "powerstorage=1"
m_amt = 50
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module
name = "Scanning Module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = "magnets=1"
m_amt = 50
g_amt = 20
/obj/item/weapon/stock_parts/manipulator
name = "Micro-Manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = "materials=1;programming=1"
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser
name = "Micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = "magnets=1"
m_amt = 10
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin
name = "Matter Bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = "materials=1"
m_amt = 80
//Rank 2
/obj/item/weapon/stock_parts/capacitor/adv
name = "Advanced Capacitor"
desc = "An advanced capacitor used in the construction of a variety of devices."
origin_tech = "powerstorage=3"
rating = 2
m_amt = 50
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module/adv
name = "Advanced Scanning Module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = "magnets=3"
rating = 2
m_amt = 50
g_amt = 20
/obj/item/weapon/stock_parts/manipulator/nano
name = "Nano-Manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = "materials=3,programming=2"
rating = 2
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser/high
name = "High-Power Micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = "magnets=3"
rating = 2
m_amt = 10
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin/adv
name = "Advanced Matter Bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = "materials=3"
rating = 2
m_amt = 80
//Rating 3
/obj/item/weapon/stock_parts/capacitor/super
name = "Super Capacitor"
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
origin_tech = "powerstorage=5;materials=4"
rating = 3
m_amt = 50
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module/phasic
name = "Phasic Scanning Module"
desc = "A compact, high resolution phasic scanning module used in the construction of certain devices."
origin_tech = "magnets=5"
rating = 3
m_amt = 50
g_amt = 20
/obj/item/weapon/stock_parts/manipulator/pico
name = "Pico-Manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
origin_tech = "materials=5,programming=2"
rating = 3
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser/ultra
name = "Ultra-High-Power Micro-laser"
desc = "A tiny laser used in certain devices."
origin_tech = "magnets=5"
rating = 3
m_amt = 10
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin/super
name = "Super Matter Bin"
desc = "A container for hold compressed matter awaiting re-construction."
origin_tech = "materials=5"
rating = 3
m_amt = 80
// Subspace stock parts
/obj/item/weapon/stock_parts/subspace/ansible
name = "Subspace Ansible"
icon_state = "subspace_ansible"
desc = "A compact module capable of sensing extradimensional activity."
origin_tech = "programming=3;magnets=5;materials=4;bluespace=2"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/filter
name = "Hyperwave Filter"
icon_state = "hyperwave_filter"
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
origin_tech = "programming=4;magnets=2"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/amplifier
name = "Subspace Amplifier"
icon_state = "subspace_amplifier"
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/treatment
name = "Subspace Treatment Disk"
icon_state = "treatment_disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
origin_tech = "programming=3;magnets=2;materials=5;bluespace=2"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/analyzer
name = "Subspace Wavelength Analyzer"
icon_state = "wavelength_analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/crystal
name = "Ansible Crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = "magnets=4;materials=4;bluespace=2"
g_amt = 50
/obj/item/weapon/stock_parts/subspace/transmitter
name = "Subspace Transmitter"
icon_state = "subspace_transmitter"
desc = "A large piece of equipment used to open a window into the subspace dimension."
origin_tech = "magnets=5;materials=5;bluespace=3"
m_amt = 50
/obj/item/weapon/ectoplasm
name = "ectoplasm"
desc = "spooky"
icon = 'wizard.dmi'
icon_state = "ectoplasm"