Add cowboy boots! (#44880)

This PR adds 6 new types of cowboy boots. Brown, black and white
cowboy boots have been added to the clothesmate. Two types of lizard
skin boots can be crafted, these boots can then be exported for money.
An additional pair of fancy boots are currently unobtainable, but will
be part of a future project. Cowboy boots can now act as shelter for
some type of snakelike creatures, fill a pair with snakes as a prank
or harebrained assassination plot.
This commit is contained in:
Krysonism
2019-07-05 12:08:22 -07:00
committed by Tad Hardesty
parent 0e8034a4f4
commit 1edc7fb582
6 changed files with 115 additions and 0 deletions
@@ -129,3 +129,17 @@
tools = list(TOOL_WIRECUTTER)
reqs = list(/obj/item/bedsheet = 1)
category = CAT_CLOTHING
/datum/crafting_recipe/cowboyboots
name = "Cowboy Boots"
result = /obj/item/clothing/shoes/cowboy
reqs = list(/obj/item/stack/sheet/leather = 2)
time = 45
category = CAT_CLOTHING
/datum/crafting_recipe/lizardboots
name = "Lizard Skin Boots"
result = /obj/effect/spawner/lootdrop/lizardboots
reqs = list(/obj/item/stack/sheet/animalhide/lizard = 1, /obj/item/stack/sheet/leather = 1)
time = 60
category = CAT_CLOTHING
+16
View File
@@ -81,3 +81,19 @@
cost = 100
unit_name = "bomb suit"
export_types = list(/obj/item/clothing/suit/bomb_suit)
/datum/export/gear/lizardboots
cost = 350
unit_name = "lizard skin boots"
export_types = list(/obj/item/clothing/shoes/cowboy/lizard)
include_subtypes = FALSE
/datum/export/gear/lizardmasterwork
cost = 1000
unit_name = "Hugs-the-Feet lizard boots"
export_types = list(/obj/item/clothing/shoes/cowboy/lizard/masterwork)
/datum/export/gear/bilton
cost = 2500
unit_name = "bilton wrangler boots"
export_types = list(/obj/item/clothing/shoes/cowboy/fancy)
@@ -336,3 +336,85 @@
icon_state = "rus_shoes"
item_state = "rus_shoes"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
/obj/item/clothing/shoes/cowboy
name = "cowboy boots"
desc = "A small sticker lets you know they've been inspected for snakes, It is unclear how long ago the inspection took place..."
icon_state = "cowboy_brown"
permeability_coefficient = 0.05 //these are quite tall
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
custom_price = 35 //poor assistants cant afford 50 credits
var/list/occupants = list()
var/max_occupants = 4
/obj/item/clothing/shoes/cowboy/Initialize()
. = ..()
if(prob(2))
var/mob/living/simple_animal/hostile/retaliate/poison/snake/bootsnake = new/mob/living/simple_animal/hostile/retaliate/poison/snake(src)
occupants += bootsnake
/obj/item/clothing/shoes/cowboy/equipped(mob/living/carbon/user, slot)
. = ..()
if(slot == SLOT_SHOES)
for(var/mob/living/occupant in occupants)
occupant.forceMove(user.drop_location())
user.visible_message("<span class='warning'>[user] recoils as something slithers out of [src].</span>", "<span class='userdanger'> You feel a sudden stabbing pain in your [pick("foot", "toe", "ankle")]!</span>")
user.Knockdown(20) //Is one second paralyze better here? I feel you would fall on your ass in some fashion.
user.apply_damage(5, BRUTE, pick(BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
if(istype(occupant, /mob/living/simple_animal/hostile/retaliate/poison))
user.reagents.add_reagent(/datum/reagent/toxin, 7)
occupants.Cut()
/obj/item/clothing/shoes/cowboy/MouseDrop_T(mob/living/target, mob/living/user)
. = ..()
if(user.stat || !(user.mobility_flags & MOBILITY_USE) || user.restrained() || !Adjacent(user) || !user.Adjacent(target) || target.stat == DEAD)
return
if(occupants.len >= max_occupants)
to_chat(user, "<span class='notice'>[src] are full!</span>")
return
if(istype(target, /mob/living/simple_animal/hostile/retaliate/poison/snake) || istype(target, /mob/living/simple_animal/hostile/headcrab) || istype(target, /mob/living/carbon/alien/larva))
occupants += target
target.forceMove(src)
to_chat(user, "<span class='notice'>[target] slithers into [src]</span>")
/obj/item/clothing/shoes/cowboy/container_resist(mob/living/user)
if(!do_after(user, 10, target = user))
return
user.forceMove(user.drop_location())
occupants -= user
/obj/item/clothing/shoes/cowboy/white
name = "white cowboy boots"
icon_state = "cowboy_white"
/obj/item/clothing/shoes/cowboy/black
name = "black cowboy boots"
desc = "You get the feeling someone might have been hanged in these boots."
icon_state = "cowboy_black"
/obj/item/clothing/shoes/cowboy/fancy
name = "bilton wrangler boots"
desc = "A pair of authentic haute couture boots from Japanifornia. You doubt they have ever been close to cattle."
icon_state = "cowboy_fancy"
permeability_coefficient = 0.08
/obj/item/clothing/shoes/cowboy/lizard
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizard/masterwork
name = "\improper Hugs-The-Feet lizard skin boots"
desc = "A pair of masterfully crafted lizard skin boots. Finally a good application for the station's most bothersome inhabitants."
icon_state = "lizardboots_blue"
/obj/effect/spawner/lootdrop/lizardboots
name = "random lizard boot quality"
desc = "Which ever gets picked, the lizard race loses"
icon = 'icons/obj/clothing/shoes.dmi'
icon_state = "lizardboots_green"
loot = list(
/obj/item/clothing/shoes/cowboy/lizard = 7,
/obj/item/clothing/shoes/cowboy/lizard/masterwork = 1)
+3
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@@ -101,6 +101,9 @@
/obj/item/clothing/suit/ianshirt = 1,
/obj/item/clothing/shoes/laceup = 2,
/obj/item/clothing/shoes/sandal = 2,
/obj/item/clothing/shoes/cowboy = 2,
/obj/item/clothing/shoes/cowboy/white = 2,
/obj/item/clothing/shoes/cowboy/black = 2,
/obj/item/clothing/suit/jacket/miljacket = 1,
/obj/item/clothing/suit/apron/purple_bartender = 2,
/obj/item/clothing/under/rank/bartender/purple = 2)
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