/* Toys! * Contains * Balloons * Captain's Aid * Fake singularity * Toy gun * Toy swords * Crayons * Snap pops * AI core prizes * Toy codex gigas * Skeleton toys * Toy nuke * Fake meteor * Foam armblade * Toy big red button * Beach ball * Toy xeno * Kitty toys! * Snowballs * Clockwork Watches * Toy Daggers * Squeaky Brain * Broken Radio * Fake heretic codex * Fake Pierced Reality * Intento * Extendo hand * Ban hammer */ /obj/item/toy abstract_type = /obj/item/toy throwforce = 0 throw_speed = 3 throw_range = 7 force = 0 worn_icon_state = "nothing" /// Can this toy be placed on the floor? var/floor_placeable = FALSE /obj/item/toy/Initialize(mapload) . = ..() if(floor_placeable) AddElement(/datum/element/floor_placeable) /* * Balloons */ /obj/item/toy/waterballoon name = "water balloon" desc = "A translucent balloon. There's nothing in it." icon = 'icons/obj/toys/balloons.dmi' icon_state = "balloon_red-e" inhand_icon_state = "balloon-empty" /obj/item/toy/waterballoon/Initialize(mapload) . = ..() AddElement(/datum/element/update_icon_updates_onmob) create_reagents(10) /obj/item/toy/waterballoon/attack(mob/living/carbon/human/M, mob/user) return /obj/item/toy/waterballoon/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) if (!istype(interacting_with, /obj/structure/reagent_dispensers)) return NONE var/obj/structure/reagent_dispensers/RD = interacting_with if(RD.reagents.total_volume <= 0) to_chat(user, span_warning("[RD] is empty.")) else if(reagents.total_volume >= 10) to_chat(user, span_warning("[src] is full.")) else interacting_with.reagents.trans_to(src, 10, transferred_by = user) to_chat(user, span_notice("You fill the balloon with the contents of [interacting_with].")) desc = "A translucent balloon with some form of liquid sloshing around in it." update_appearance() return ITEM_INTERACT_SUCCESS return ITEM_INTERACT_BLOCKING /obj/item/toy/waterballoon/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers) if(istype(I, /obj/item/reagent_containers/cup)) if(I.reagents) if(I.reagents.total_volume <= 0) to_chat(user, span_warning("[I] is empty.")) else if(reagents.total_volume >= 10) to_chat(user, span_warning("[src] is full.")) else desc = "A translucent balloon with some form of liquid sloshing around in it." to_chat(user, span_notice("You fill the balloon with the contents of [I].")) I.reagents.trans_to(src, 10, transferred_by = user) update_appearance() else if(I.get_sharpness()) balloon_burst() else return ..() /obj/item/toy/waterballoon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(!..()) //was it caught by a mob? balloon_burst(hit_atom) /obj/item/toy/waterballoon/proc/balloon_burst(atom/AT) if(reagents.total_volume >= 1) var/turf/T if(AT) T = get_turf(AT) else T = get_turf(src) T.visible_message(span_danger("[src] bursts!"),span_hear("You hear a pop and a splash.")) reagents.expose(T) for(var/atom/A in T) reagents.expose(A) icon_state = "burst" qdel(src) /obj/item/toy/waterballoon/update_icon_state() if(reagents.total_volume >= 1) icon_state = "waterballoon" inhand_icon_state = "balloon" else icon_state = "balloon_red-e" inhand_icon_state = "balloon-empty" return ..() #define BALLOON_COLORS list("red", "blue", "green", "yellow", "orange", "purple") /obj/item/toy/balloon name = "balloon" desc = "No birthday is complete without it. Sealed with a mechanical bluespace wrap so it remains floating no matter what." icon = 'icons/obj/toys/balloons.dmi' icon_state = "balloon" inhand_icon_state = "balloon" lefthand_file = 'icons/mob/inhands/items/balloons_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/balloons_righthand.dmi' w_class = WEIGHT_CLASS_BULKY throwforce = 0 throw_speed = 3 throw_range = 7 force = 0 var/random_color = TRUE /// the string describing the name of balloon's current colour. var/current_color /obj/item/toy/balloon/long name = "long balloon" desc = "A perfect balloon to contort into goofy forms. Sealed with a mechanical bluespace wrap so it remains floating no matter what." icon_state = "balloon_long" inhand_icon_state = "balloon" w_class = WEIGHT_CLASS_NORMAL /// Combinations of balloon colours to make specific animals. var/list/balloon_combos = list( list("red", "blue") = /obj/item/toy/balloon_animal/guy, list("red", "green") = /obj/item/toy/balloon_animal/nukie, list("red", "yellow") = /obj/item/toy/balloon_animal/clown, list("red", "orange") = /obj/item/toy/balloon_animal/cat, list("red", "purple") = /obj/item/toy/balloon_animal/fly, list("blue", "green") = /obj/item/toy/balloon_animal/podguy, list("blue", "yellow") = /obj/item/toy/balloon_animal/ai, list("blue", "orange") = /obj/item/toy/balloon_animal/dog, list("blue", "purple") = /obj/item/toy/balloon_animal/xeno, list("green", "yellow") = /obj/item/toy/balloon_animal/banana, list("green", "orange") = /obj/item/toy/balloon_animal/lizard, list("green", "purple") = /obj/item/toy/balloon_animal/slime, list("yellow", "orange") = /obj/item/toy/balloon_animal/moth, list("yellow", "purple") = /obj/item/toy/balloon_animal/ethereal, list("orange", "purple") = /obj/item/toy/balloon_animal/plasmaman, ) /obj/item/toy/balloon/long/attackby(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers) if(!istype(attacking_item, /obj/item/toy/balloon/long) || !HAS_TRAIT(user, TRAIT_BALLOON_SUTRA)) return ..() var/obj/item/toy/balloon/long/hit_by = attacking_item if(hit_by.current_color == current_color) to_chat(user, span_warning("You must use balloons of different colours to do that!")) return ..() visible_message( span_notice("[user.name] starts contorting up a balloon animal!"), blind_message = span_hear("You hear balloons being contorted."), vision_distance = 3, ignored_mobs = user, ) for(var/list/pair_of_colors in balloon_combos) if((hit_by.current_color == pair_of_colors[1] && current_color == pair_of_colors[2]) || (current_color == pair_of_colors[1] && hit_by.current_color == pair_of_colors[2])) var/path_to_spawn = balloon_combos[pair_of_colors] user.put_in_hands(new path_to_spawn) break qdel(hit_by) qdel(src) return TRUE /obj/item/toy/balloon/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers) if(istype(I, /obj/item/ammo_casing/foam_dart) && ismonkey(user)) pop_balloon(monkey_pop = TRUE) else return ..() /obj/item/toy/balloon/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) var/mob/thrower = throwingdatum?.get_thrower() if(ismonkey(thrower) && istype(AM, /obj/item/ammo_casing/foam_dart)) pop_balloon(monkey_pop = TRUE) else return ..() /obj/item/toy/balloon/bullet_act(obj/projectile/proj) if((istype(proj, /obj/projectile/bullet/p50) || istype(proj,/obj/projectile/bullet/foam_dart)) && ismonkey(proj.firer)) pop_balloon(monkey_pop = TRUE) return BULLET_ACT_HIT return ..() /obj/item/toy/balloon/proc/pop_balloon(monkey_pop = FALSE) playsound(src, 'sound/effects/cartoon_sfx/cartoon_pop.ogg', 50, vary = TRUE) if(monkey_pop) // Monkeys make money from popping bloons new /obj/item/coin/iron(get_turf(src)) qdel(src) /obj/item/toy/balloon/Initialize(mapload) . = ..() AddElement(/datum/element/update_icon_updates_onmob) if(!random_color) return current_color = pick(BALLOON_COLORS) update_appearance() /obj/item/toy/balloon/update_name(updates) . = ..() name = "[current_color ? "[current_color] ":null][initial(name)]" /obj/item/toy/balloon/vv_edit_var(vname, vval) . = ..() if(vname == NAMEOF(src, current_color)) update_appearance() /obj/item/toy/balloon/update_icon_state() . = ..() var/new_icon = "[initial(icon_state)][current_color ? "_[current_color]":null]" inhand_icon_state = new_icon icon_state = "[new_icon][isturf(loc) ? null : "_storage"]" /obj/item/toy/balloon/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change) . = ..() update_appearance() /obj/item/toy/balloon/corgi name = "corgi balloon" desc = "A balloon in the shape of a corgi's head. For the all year good boys." icon_state = "corgi" inhand_icon_state = "corgi" random_color = FALSE /obj/item/toy/balloon/heart name = "heart balloon" desc = "A balloon in the shape of a heart. How lovely" icon_state = "heart" inhand_icon_state = "heart" random_color = FALSE /obj/item/toy/balloon/syndicate name = "syndicate balloon" desc = "There is a tag on the back that reads \"FUK NT!11!\"." icon_state = "syndballoon" inhand_icon_state = "syndballoon" random_color = FALSE /obj/item/toy/balloon/syndicate/pickup(mob/living/user) . = ..() if(user && user.mind && user.mind.has_antag_datum(/datum/antagonist, TRUE)) user.add_mood_event("badass_antag", /datum/mood_event/badass_antag) /obj/item/toy/balloon/syndicate/dropped(mob/living/user) if(user) user.clear_mood_event("badass_antag") . = ..() /obj/item/toy/balloon/syndicate/Destroy() if(ismob(loc)) var/mob/living/M = loc M.clear_mood_event("badass_antag") . = ..() /obj/item/toy/balloon/arrest name = "arreyst balloon" desc = "A half inflated balloon about a boyband named Arreyst that was popular about ten years ago, famous for making fun of red jumpsuits as unfashionable." icon_state = "arrestballoon" inhand_icon_state = "arrestballoon" random_color = FALSE #undef BALLOON_COLORS /* * Balloon animals */ /obj/item/toy/balloon_animal name = "balloon animal" desc = "You shouldn't have this." icon = 'icons/obj/toys/balloons.dmi' inhand_icon_state = "balloon" lefthand_file = 'icons/mob/inhands/items/balloons_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/balloons_righthand.dmi' abstract_type = /obj/item/toy/balloon_animal throwforce = 0 throw_speed = 2 throw_range = 5 force = 0 floor_placeable = TRUE /obj/item/toy/balloon_animal/guy name = "balloon guy" desc = "A balloon effigy of the everyday standard issue human guy. Wonder if he pays balloon taxes. He probably evades them." icon_state = "balloon_guy" /obj/item/toy/balloon_animal/nukie name = "balloon nukie" desc = "A balloon effigy of syndicate's nuclear operative. Either made to appease them and pray for survival, or to poke fun at them." icon_state = "balloon_nukie" /obj/item/toy/balloon_animal/clown name = "balloon clown" desc = "A balloon clown, smiling from ear to ear and beyond!" icon_state = "balloon_clown" /obj/item/toy/balloon_animal/cat name = "balloon cat" desc = "Without the sharp claws, balloon cats are possibly cuter than their live counterparts, though not as relatable, warm and fuzzy." icon_state = "balloon_cat" /obj/item/toy/balloon_animal/fly name = "balloon fly" desc = "A balloon effigy of a flyperson. Thankfully, it doesn't come with balloon vomit." icon_state = "balloon_fly" /obj/item/toy/balloon_animal/podguy name = "balloon podguy" desc = "A balloon effigy of a podperson. Though, actual podpeople have heads and not stalks and leaves." icon_state = "balloon_podguy" /obj/item/toy/balloon_animal/ai name = "balloon ai core" desc = "A somewhat unrealistic balloon effigy of the station's AI core. Actual AI probably wouldn't smile like this." icon_state = "balloon_ai" /obj/item/toy/balloon_animal/dog name = "balloon dog" desc = "A balloon effigy of the best boy. It cannot truly compare, but it makes an effort." icon_state = "balloon_dog" /obj/item/toy/balloon_animal/xeno name = "balloon xeno" desc = "A balloon effigy of a spooky xeno! Too squishy to scare anyone itself, though." icon_state = "balloon_xeno" /obj/item/toy/balloon_animal/banana name = "balloon banana" desc = "A balloon banana. This one can't be slipped on. Good for psychological warfare, though." icon_state = "balloon_banana" /obj/item/toy/balloon_animal/lizard name = "balloon lizard" desc = "A balloon effigy of a lizard. One of the first species to adapt to clown planet's culture. Perhaps because they are naturally laughable?" icon_state = "balloon_lizard" /obj/item/toy/balloon_animal/slime name = "balloon slime" desc = "A balloon effigy of single specimen of the galaxy-wide slime scourge, of purple variety. Slimes tried to invade clown planet once. They got quickly washed out by water-spitting flowers, though." icon_state = "balloon_slime" /obj/item/toy/balloon_animal/moth name = "balloon moth" desc = "A balloon effigy of a common member of moth flotillas. Very few of them ever decide to settle on the clown planet, but those who do have the best 'piece-of-cloth-disappearing' acts." icon_state = "balloon_moth" /obj/item/toy/balloon_animal/ethereal name = "balloon ethereal" desc = "A balloon effigy of an ethereal artisan. Clownery is one form of art, and as such, ethereals were both drawn to and readily accepted at clown planet. Don't mind the lighbulb head, it's art too." icon_state = "balloon_ethereal" /obj/item/toy/balloon_animal/plasmaman name = "balloon plasmaman" desc = "A balloon effigy of a plasmaman. Among the rarest on the clown planet, only having appeared recently thanks to ready trade between clown planet and NT." icon_state = "balloon_plasmaman" /* * Captain's Aid */ #define CAPTAINSAID_MODE_OFF 1 /obj/item/toy/captainsaid name = "\improper Captain's Aid" desc = "Every captain's greatest ally when exploring the vast emptiness of space, now with a color display!" icon = 'icons/obj/toys/toy.dmi' icon_state = "captainsaid_off" custom_price = PAYCHECK_COMMAND * 1.25 /// List of modes it can cycle through var/list/modes = list( "off", "port", "starboard", "fore", "aft", ) /// Current mode of the item, changed when cycling through modes var/current_mode = CAPTAINSAID_MODE_OFF /obj/item/toy/captainsaid/examine_more(mob/user) . = ..() . += span_notice("You could swear you've been hearing advertisments for the 'soon upcoming' release of a tablet version for the better part of 3 years...") /obj/item/toy/captainsaid/attack_self(mob/living/user) current_mode++ playsound(src, 'sound/items/tools/screwdriver2.ogg', 50, vary = TRUE) if (current_mode <= modes.len) balloon_alert(user, "set to [current_mode]") else balloon_alert(user, "turned off") current_mode = CAPTAINSAID_MODE_OFF icon_state = "captainsaid_[modes[current_mode]]" update_appearance(UPDATE_ICON) #undef CAPTAINSAID_MODE_OFF /obj/item/toy/captainsaid/collector name = "\improper Collector's Edition Captain's Aid" desc = "A copy of the first run of Captain's Aid ever released. Functionally the same as the later batches, just more expensive. For the truly aristocratic." /* * Fake singularity */ /obj/item/toy/spinningtoy name = "gravitational singularity" desc = "\"Singulo\" brand spinning toy." icon = 'icons/obj/machines/engine/singularity.dmi' icon_state = "singularity_s1" item_flags = NO_PIXEL_RANDOM_DROP /obj/item/toy/spinningtoy/suicide_act(mob/living/carbon/human/user) var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD) if(!myhead) user.visible_message(span_suicide("[user] tries consuming [src]... but [user.p_they()] [user.p_have()] no mouth!")) // and i must scream return SHAME user.visible_message(span_suicide("[user] consumes [src]! It looks like [user.p_theyre()] trying to commit suicide!")) playsound(user, 'sound/items/eatfood.ogg', 50, TRUE) user.adjust_nutrition(50) // mmmm delicious addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), (3 SECONDS)) return MANUAL_SUICIDE /** * Internal function used in the toy singularity suicide * * Cavity implants the toy singularity into the body of the user (arg1), and kills the user. * Makes the user vomit and receive 120 suffocation damage if there already is a cavity implant in the user. * Throwing the singularity away will cause the user to start choking themself to death. * Arguments: * * user - Whoever is doing the suiciding */ /obj/item/toy/spinningtoy/proc/manual_suicide(mob/living/carbon/human/user) if(!user) return if(!user.is_holding(src)) // Half digestion? Start choking to death user.visible_message(span_suicide("[user] panics and starts choking [user.p_them()]self to death!")) user.adjust_oxy_loss(200) user.death(FALSE) // unfortunately you have to handle the suiciding yourself with a manual suicide user.ghostize(FALSE) // get the fuck out of our body return var/obj/item/bodypart/chest/CH = user.get_bodypart(BODY_ZONE_CHEST) if(CH.cavity_item) // if he's (un)bright enough to have a round and full belly... user.visible_message(span_danger("[user] regurgitates [src]!")) // I swear i dont have a fetish user.vomit(VOMIT_CATEGORY_BLOOD, lost_nutrition = 100, distance = 0) user.adjust_oxy_loss(120) user.dropItemToGround(src) // incase the crit state doesn't drop the singulo to the floor user.set_suicide(FALSE) return user.transferItemToLoc(src, user, TRUE) CH.cavity_item = src // The mother came inside and found Andy, dead with a HUGE belly full of toys user.adjust_oxy_loss(200) // You know how most small toys in the EU have that 3+ onion head icon and a warning that says "Unsuitable for children under 3 years of age due to small parts - choking hazard"? This is why. user.death(FALSE) user.ghostize(FALSE) /* * Fake dark matter singularity! */ /obj/item/toy/spinningtoy/dark_matter name = "dark matter singularity" desc = "\"Surviving the encounter with the \ horrible thing, I realized immediately what I \ had to do: sell marketable toys of it. \ \"
- Chief Engineer Tenshin Nakamura" icon = 'icons/obj/machines/engine/singularity.dmi' icon_state = "dark_matter_s1" /* * Toy gun: Why isn't this an /obj/item/gun? */ /obj/item/toy/gun name = "cap gun" desc = "Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps." icon = 'icons/obj/weapons/guns/ballistic.dmi' icon_state = "revolver" inhand_icon_state = "gun" worn_icon_state = "gun" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' obj_flags = CONDUCTS_ELECTRICITY slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.1, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.1) attack_verb_continuous = list("strikes", "pistol whips", "hits", "bashes") attack_verb_simple = list("strike", "pistol whip", "hit", "bash") var/bullets = 7 /obj/item/toy/gun/examine(mob/user) . = ..() . += "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left." /obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A, mob/user, list/modifiers, list/attack_modifiers) if(istype(A, /obj/item/toy/ammo/gun)) if (src.bullets >= 7) to_chat(user, span_warning("It's already fully loaded!")) return 1 if (A.amount_left <= 0) to_chat(user, span_warning("There are no more caps!")) return 1 if (A.amount_left < (7 - src.bullets)) src.bullets += A.amount_left to_chat(user, span_notice("You reload [A.amount_left] cap\s.")) A.amount_left = 0 else to_chat(user, span_notice("You reload [7 - src.bullets] cap\s.")) A.amount_left -= 7 - src.bullets src.bullets = 7 A.update_appearance() return 1 else return ..() /obj/item/toy/gun/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) if(!ISADVANCEDTOOLUSER(user)) to_chat(user, span_warning("You don't have the dexterity to do this!")) return ITEM_INTERACT_BLOCKING src.add_fingerprint(user) if (src.bullets < 1) user.show_message(span_warning("*click*"), MSG_AUDIBLE) playsound(src, 'sound/items/weapons/gun/revolver/dry_fire.ogg', 30, TRUE) return ITEM_INTERACT_SUCCESS playsound(user, 'sound/items/weapons/gun/revolver/shot.ogg', 100, TRUE) src.bullets-- user.visible_message(span_danger("[user] fires [src] at [interacting_with]!"), \ span_danger("You fire [src] at [interacting_with]!"), \ span_hear("You hear a gunshot!")) return ITEM_INTERACT_SUCCESS /obj/item/toy/ammo abstract_type = /obj/item/toy/ammo /obj/item/toy/ammo/gun name = "capgun ammo" desc = "Make sure to recycle the box in an autolathe when it gets empty." icon = 'icons/obj/weapons/guns/ammo.dmi' icon_state = "357OLD-7" w_class = WEIGHT_CLASS_TINY custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.1, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.1) var/amount_left = 7 /obj/item/toy/ammo/gun/update_icon_state() icon_state = "357OLD-[amount_left]" return ..() /obj/item/toy/ammo/gun/examine(mob/user) . = ..() . += "There [amount_left == 1 ? "is" : "are"] [amount_left] cap\s left." /* * Toy swords */ /obj/item/toy/sword name = "toy sword" desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up." icon_state = "e_sword" inhand_icon_state = "e_sword" icon_angle = -45 icon = 'icons/obj/weapons/transforming_energy.dmi' lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' w_class = WEIGHT_CLASS_SMALL attack_verb_continuous = list("attacks", "strikes", "hits") attack_verb_simple = list("attack", "strike", "hit") custom_materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 4, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.1, /datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.1) /// Whether our sword has been multitooled to rainbow var/hacked = FALSE /// The color of our fake energy sword var/saber_color = "blue" /obj/item/toy/sword/Initialize(mapload) . = ..() AddComponent( \ /datum/component/transforming, \ throw_speed_on = throw_speed, \ hitsound_on = hitsound, \ clumsy_check = FALSE, \ inhand_icon_change = FALSE, \ ) RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform)) AddElement(/datum/element/update_icon_updates_onmob) var/static/list/tool_behaviors = list( TOOL_SCREWDRIVER = list( SCREENTIP_CONTEXT_LMB = "Change blade color" ), ) AddElement(/datum/element/contextual_screentip_tools, tool_behaviors) /* * Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM]. * * Updates our icon to have the correct color, and give some feedback. */ /obj/item/toy/sword/proc/on_transform(obj/item/source, mob/user, active) SIGNAL_HANDLER if(user) balloon_alert(user, "[active ? "flicked out":"pushed in"] [src]") playsound(src, active ? 'sound/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 20, TRUE) update_appearance(UPDATE_ICON) return COMPONENT_NO_DEFAULT_MESSAGE /obj/item/toy/sword/examine(mob/user) . = ..() . += span_notice("It has a lighting dial currently set to [saber_color] which looks like it can be turned with a screwdriver.") /obj/item/toy/sword/screwdriver_act(mob/living/user, obj/item/tool) switch(saber_color) if("red") saber_color = "blue" if("blue") saber_color = "green" if("green") saber_color = "purple" if("purple") saber_color = "red" else return ITEM_INTERACT_SUCCESS balloon_alert(user, "changed to [saber_color]") update_appearance(UPDATE_ICON) return ITEM_INTERACT_SUCCESS /obj/item/toy/sword/vv_edit_var(vname, vval) . = ..() if(vname == NAMEOF(src, saber_color)) update_appearance(UPDATE_ICON) /obj/item/toy/sword/update_icon_state() . = ..() var/last_part = HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) ? "_on[saber_color ? "_[saber_color]" : null]" : null icon_state = "[initial(icon_state)][last_part]" inhand_icon_state = "[initial(inhand_icon_state)][last_part]" /obj/item/toy/sword/multitool_act(mob/living/user, obj/item/tool) if(hacked) to_chat(user, span_warning("It's already fabulous!")) return hacked = TRUE saber_color = "rainbow" to_chat(user, span_warning("RNBW_ENGAGE")) update_appearance(UPDATE_ICON) // Copied from /obj/item/melee/energy/sword/attackby /obj/item/toy/sword/attackby(obj/item/weapon, mob/living/user, list/modifiers, list/attack_modifiers) if(istype(weapon, /obj/item/toy/sword)) var/obj/item/toy/sword/attatched_sword = weapon if(HAS_TRAIT(weapon, TRAIT_NODROP)) to_chat(user, span_warning("[weapon] is stuck to your hand, you can't attach it to [src]!")) return else if(HAS_TRAIT(src, TRAIT_NODROP)) to_chat(user, span_warning("[src] is stuck to your hand, you can't attach it to [weapon]!")) return else to_chat(user, span_notice("You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool.")) var/obj/item/dualsaber/toy/new_saber = new /obj/item/dualsaber/toy(user.loc) if(attatched_sword.hacked || hacked) new_saber.hacked = TRUE new_saber.saber_color = "rainbow" qdel(weapon) qdel(src) user.put_in_hands(new_saber) else return ..() /* * Foam armblade */ /obj/item/toy/foamblade name = "foam armblade" desc = "It says \"Sternside Changs #1 fan\" on it." icon = 'icons/obj/toys/toy.dmi' icon_state = "foamblade" inhand_icon_state = "arm_blade" icon_angle = -180 lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' attack_verb_continuous = list("pricks", "absorbs", "gores") attack_verb_simple = list("prick", "absorb", "gore") w_class = WEIGHT_CLASS_SMALL resistance_flags = FLAMMABLE /obj/item/toy/windup_toolbox name = "windup toolbox" desc = "A replica toolbox that rumbles when you turn the key." icon = 'icons/obj/storage/toolbox.dmi' icon_state = "green" inhand_icon_state = "toolbox_green" lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi' hitsound = 'sound/items/weapons/smash.ogg' drop_sound = 'sound/items/handling/toolbox/toolbox_drop.ogg' pickup_sound = 'sound/items/handling/toolbox/toolbox_pickup.ogg' attack_verb_continuous = list("robusts") attack_verb_simple = list("robust") var/active = FALSE /obj/item/toy/windup_toolbox/Initialize(mapload) . = ..() update_appearance() /obj/item/toy/windup_toolbox/update_overlays() . = ..() if(active) . += "single_latch_open" else . += "single_latch" /obj/item/toy/windup_toolbox/attack_self(mob/user) if(!active) to_chat(user, span_notice("You wind up [src], it begins to rumble.")) active = TRUE update_appearance() playsound(src, 'sound/effects/pope_entry.ogg', 100) Rumble() addtimer(CALLBACK(src, PROC_REF(stopRumble)), 60 SECONDS) else to_chat(user, span_warning("[src] is already active!")) /obj/item/toy/windup_toolbox/proc/Rumble() var/static/list/transforms if(!transforms) var/matrix/M1 = matrix() var/matrix/M2 = matrix() var/matrix/M3 = matrix() var/matrix/M4 = matrix() M1.Translate(-1, 0) M2.Translate(0, 1) M3.Translate(1, 0) M4.Translate(0, -1) transforms = list(M1, M2, M3, M4) animate(src, transform=transforms[1], time=0.2, loop=-1) animate(transform=transforms[2], time=0.1) animate(transform=transforms[3], time=0.2) animate(transform=transforms[4], time=0.3) /obj/item/toy/windup_toolbox/proc/stopRumble() active = FALSE update_appearance() visible_message(span_warning("[src] slowly stops rattling and falls still, its latch snapping shut.")) //subtle difference playsound(loc, 'sound/items/weapons/batonextend.ogg', 100, TRUE) animate(src, transform = matrix()) /* * Subtype of Double-Bladed Energy Swords */ /obj/item/dualsaber/toy name = "double-bladed toy sword" desc = "A cheap, plastic replica of TWO energy swords. Double the fun!" force = 0 throwforce = 0 throw_speed = 3 throw_range = 5 two_hand_force = 0 attack_verb_continuous = list("attacks", "strikes", "hits") attack_verb_simple = list("attack", "strike", "hit") /obj/item/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE) return 0 /obj/item/dualsaber/toy/IsReflect() //Stops Toy Dualsabers from reflecting energy projectiles return 0 /obj/item/dualsaber/toy/impale(mob/living/user)//Stops Toy Dualsabers from injuring clowns to_chat(user, span_warning("You twirl around a bit before losing your balance and impaling yourself on [src].")) user.adjust_stamina_loss(25) /obj/item/toy/katana name = "replica katana" desc = "Woefully underpowered in D20." icon = 'icons/obj/weapons/sword.dmi' icon_state = "katana" inhand_icon_state = "katana" icon_angle = -45 lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' obj_flags = CONDUCTS_ELECTRICITY force = 5 throwforce = 5 w_class = WEIGHT_CLASS_BULKY attack_verb_continuous = list("attacks", "slashes", "slices") attack_verb_simple = list("attack", "slash", "slice") hitsound = 'sound/items/weapons/bladeslice.ogg' var/list/alt_continuous = list("stabs", "pierces", "impales") var/list/alt_simple = list("stab", "pierce", "impale") /obj/item/toy/katana/Initialize(mapload) . = ..() alt_continuous = string_list(alt_continuous) alt_simple = string_list(alt_simple) AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple) /* * Snap pops */ /obj/item/toy/snappop name = "snap pop" desc = "Wow!" icon = 'icons/obj/toys/toy.dmi' icon_state = "snappop" w_class = WEIGHT_CLASS_TINY var/ash_type = /obj/effect/decal/cleanable/ash /obj/item/toy/snappop/proc/pop_burst(n = 3, c = TRUE) do_sparks(n, c, src) new ash_type(loc) visible_message(span_warning("[src] explodes!"), span_hear("You hear a snap!")) playsound(src, 'sound/effects/snap.ogg', 50, TRUE) qdel(src) /obj/item/toy/snappop/fire_act(exposed_temperature, exposed_volume) pop_burst() /obj/item/toy/snappop/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(!..()) pop_burst() /obj/item/toy/snappop/Initialize(mapload) . = ..() var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(on_entered), ) AddElement(/datum/element/connect_loc, loc_connections) /obj/item/toy/snappop/proc/on_entered(datum/source, H as mob|obj) SIGNAL_HANDLER if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off var/mob/living/carbon/M = H if(issilicon(H) || M.move_intent == MOVE_INTENT_RUN) to_chat(M, span_danger("You step on the snap pop!")) pop_burst(2, 0) /obj/item/toy/snappop/phoenix name = "phoenix snap pop" desc = "Wow! And wow! And wow!" ash_type = /obj/effect/decal/cleanable/ash/snappop_phoenix /obj/effect/decal/cleanable/ash/snappop_phoenix var/respawn_time = 300 /obj/effect/decal/cleanable/ash/snappop_phoenix/Initialize(mapload) . = ..() addtimer(CALLBACK(src, PROC_REF(respawn)), respawn_time) /obj/effect/decal/cleanable/ash/snappop_phoenix/proc/respawn() new /obj/item/toy/snappop/phoenix(get_turf(src)) qdel(src) /obj/item/toy/talking name = "talking action figure" desc = "A generic action figure modeled after nothing in particular." icon = 'icons/obj/toys/toy.dmi' icon_state = "owlprize" w_class = WEIGHT_CLASS_SMALL floor_placeable = TRUE var/cooldown = FALSE var/messages = list("I'm super generic!", "Mathematics class is of variable difficulty!") var/span = "danger" var/recharge_time = 30 var/chattering = FALSE var/phomeme // Talking toys are language universal, and thus all species can use them /obj/item/toy/talking/attack_alien(mob/user, list/modifiers) return attack_hand(user, modifiers) /obj/item/toy/talking/attack_self(mob/user) if(!cooldown) activation_message(user) playsound(loc, 'sound/machines/click.ogg', 20, TRUE) INVOKE_ASYNC(src, PROC_REF(do_toy_talk), user) cooldown = TRUE addtimer(VARSET_CALLBACK(src, cooldown, FALSE), recharge_time) return ..() /obj/item/toy/talking/proc/activation_message(mob/user) user.visible_message( span_notice("[user] pulls the string on \the [src]."), span_notice("You pull the string on \the [src]."), span_notice("You hear a string being pulled.")) /obj/item/toy/talking/proc/generate_messages() return list(pick(messages)) /obj/item/toy/talking/proc/do_toy_talk(mob/user) for(var/message in generate_messages()) toy_talk(user, message) sleep(1 SECONDS) /obj/item/toy/talking/proc/toy_talk(mob/user, message) say(message, spans = list(span)) if(chattering) chatter(message, phomeme, user) /* * AI core prizes */ /obj/item/toy/talking/ai name = "toy AI" desc = "A little toy model AI core with real law announcing action!" icon_state = "AI" w_class = WEIGHT_CLASS_SMALL /obj/item/toy/talking/ai/generate_messages() return list(generate_ion_law()) /obj/item/toy/talking/codex_gigas name = "Toy Codex Gigas" desc = "A tool to help you write fictional devils!" icon = 'icons/obj/service/library.dmi' icon_state = "demonomicon" lefthand_file = 'icons/mob/inhands/items/books_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/books_righthand.dmi' messages = list("You must challenge the devil to a dance-off!", "The devils true name is Ian", "The devil hates salt!", "Would you like infinite power?", "Would you like infinite wisdom?", "Would you like infinite healing?") w_class = WEIGHT_CLASS_SMALL recharge_time = 60 /obj/item/toy/talking/codex_gigas/activation_message(mob/user) user.visible_message( span_notice("[user] presses the button on \the [src]."), span_notice("You press the button on \the [src]."), span_notice("You hear a soft click.")) /obj/item/toy/talking/owl name = "owl action figure" desc = "An action figure modeled after 'The Owl', defender of justice." icon_state = "owlprize" messages = list("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!") chattering = TRUE phomeme = "owl" w_class = WEIGHT_CLASS_SMALL /obj/item/toy/talking/griffin name = "griffin action figure" desc = "An action figure modeled after 'The Griffin', criminal mastermind." icon_state = "griffinprize" messages = list("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!") chattering = TRUE phomeme = "griffin" w_class = WEIGHT_CLASS_SMALL /* * Fake nuke */ /obj/item/toy/nuke name = "\improper Nuclear Fission Explosive toy" desc = "A plastic model of a Nuclear Fission Explosive." icon = 'icons/obj/toys/toy.dmi' icon_state = "nuketoyidle" w_class = WEIGHT_CLASS_SMALL floor_placeable = TRUE var/cooldown = 0 /obj/item/toy/nuke/attack_self(mob/user) if (obj_flags & EMAGGED && cooldown < world.time) cooldown = world.time + 600 user.audible_message(span_hear("You hear the click of a button."), self_message = span_notice("You activate [src], it plays a loud noise!")) sleep(0.5 SECONDS) playsound(src, 'sound/announcer/alarm/nuke_alarm.ogg', 20, FALSE) sleep(14 SECONDS) user.visible_message(span_alert("[src] violently explodes!")) explosion(src, light_impact_range = 1) qdel(src) else if (cooldown < world.time) cooldown = world.time + 600 //1 minute user.visible_message(span_warning("[user] presses a button on [src]."), span_notice("You activate [src], it plays a loud noise!"), span_hear("You hear the click of a button.")) sleep(0.5 SECONDS) icon_state = "nuketoy" playsound(src, 'sound/announcer/alarm/nuke_alarm.ogg', 20, FALSE) sleep(13.5 SECONDS) icon_state = "nuketoycool" sleep(cooldown - world.time) icon_state = "nuketoyidle" else var/timeleft = (cooldown - world.time) to_chat(user, span_alert("Nothing happens, and '[round(timeleft/10)]' appears on the small display.")) sleep(0.5 SECONDS) /obj/item/toy/nuke/emag_act(mob/user, obj/item/card/emag/emag_card) if (obj_flags & EMAGGED) return FALSE balloon_alert(user, "explosive simulation enabled") obj_flags |= EMAGGED return TRUE /* * Fake meteor */ /obj/item/toy/minimeteor name = "\improper Mini-Meteor" desc = "Relive the excitement of a meteor shower! SweetMeat-eor Co. is not responsible for any injuries, headaches or hearing loss caused by Mini-Meteor." icon = 'icons/obj/toys/toy.dmi' icon_state = "minimeteor" inhand_icon_state = "minimeteor" w_class = WEIGHT_CLASS_SMALL floor_placeable = TRUE /obj/item/toy/minimeteor/emag_act(mob/user, obj/item/card/emag/emag_card) if (obj_flags & EMAGGED) return FALSE to_chat(user, span_warning("You short circuit whatever electronics exist inside. The \"meteor\" suddenly feels a lot heavier...?")) // not adding a balloon alert here since its hard to actually describe what this emag does in the balloon obj_flags |= EMAGGED return TRUE /obj/item/toy/minimeteor/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) playsound(src, 'sound/effects/meteorimpact.ogg', 40, TRUE) for(var/mob/M in urange(10, src)) if(!M.stat && !isAI(M)) shake_camera(M, 3, 1) if (obj_flags & EMAGGED) explosion(src, devastation_range = -1, heavy_impact_range = -1, light_impact_range = 1) /* * Toy big red button */ /obj/item/toy/redbutton name = "big red button" desc = "A big, plastic red button. Reads 'From HonkCo Pranks!' on the back." icon = 'icons/obj/devices/assemblies.dmi' icon_state = "bigred" w_class = WEIGHT_CLASS_SMALL floor_placeable = TRUE var/cooldown = 0 /obj/item/toy/redbutton/attack_self(mob/user) if (cooldown < world.time) cooldown = (world.time + 300) // Sets cooldown at 30 seconds user.visible_message(span_warning("[user] presses the big red button."), span_notice("You press the button, it plays a loud noise!"), span_hear("The button clicks loudly.")) playsound(src, 'sound/effects/explosion/explosionfar.ogg', 50, FALSE) for(var/mob/M in urange(10, src)) // Checks range if(!M.stat && !isAI(M)) // Checks to make sure whoever's getting shaken is alive/not the AI // Short delay to match up with the explosion sound // Shakes player camera 2 squares for 1 second. addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(shake_camera), M, 2, 1), 0.8 SECONDS) else to_chat(user, span_alert("Nothing happens.")) /* * Snowballs */ /obj/item/toy/snowball name = "snowball" desc = "A compact ball of snow. Good for throwing at people." icon = 'icons/obj/toys/toy.dmi' icon_state = "snowball" throwforce = 20 //the same damage as a disabler shot damtype = STAMINA //maybe someday we can add stuffing rocks (or perhaps ore?) into snowballs to make them deal brute damage custom_materials = list(/datum/material/snow = SHEET_MATERIAL_AMOUNT) /obj/item/toy/snowball/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) user.throw_item(interacting_with) return ITEM_INTERACT_SUCCESS /obj/item/toy/snowball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(!..()) playsound(src, 'sound/effects/pop.ogg', 20, TRUE) qdel(src) /* * Beach ball */ /obj/item/toy/beach_ball name = "beach ball" icon = 'icons/obj/fluff/beach.dmi' icon_state = "ball" inhand_icon_state = "beachball" w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets item_flags = NO_PIXEL_RANDOM_DROP /obj/item/toy/beach_ball/branded name = "\improper Nanotrasen-brand beach ball" desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen" /obj/item/toy/beach_ball/baseball name = "baseball" desc = "Enter the world of concussions and become who you were destined to be." icon = 'icons/obj/toys/balls.dmi' icon_state = "baseball" inhand_icon_state = "baseball" w_class = WEIGHT_CLASS_SMALL throw_range = 9 throw_speed = 0.5 /* * Clockwork Watch */ /obj/item/toy/clockwork_watch name = "steampunk watch" desc = "A stylish steampunk watch made out of thousands of tiny cogwheels." icon = 'icons/obj/toys/toy.dmi' icon_state = "dread_ipad" worn_icon_state = "dread_ipad" slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL var/cooldown = 0 /obj/item/toy/clockwork_watch/attack_self(mob/user) if (cooldown < world.time) cooldown = world.time + 1800 //3 minutes user.visible_message(span_warning("[user] rotates a cogwheel on [src]."), span_notice("You rotate a cogwheel on [src], it plays a loud noise!"), span_hear("You hear cogwheels turning.")) playsound(src, 'sound/effects/magic/clockwork/ark_activation.ogg', 50, FALSE) else to_chat(user, span_alert("The cogwheels are already turning!")) /obj/item/toy/clockwork_watch/examine(mob/user) . = ..() . += span_info("Station Time: [server_timestamp(ic_time = TRUE, twelve_hour_clock = user.client?.prefs.read_preference(/datum/preference/toggle/twelve_hour))]") if(user.is_literate()) . += span_info("That means it is currently [round_timestamp()] into the shift.") /* * Toy Dagger */ /obj/item/toy/toy_dagger name = "toy dagger" desc = "A cheap plastic replica of a dagger. Produced by THE ARM Toys, Inc." icon = 'icons/obj/weapons/khopesh.dmi' icon_state = "render" inhand_icon_state = "cultdagger" icon_angle = -45 lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' w_class = WEIGHT_CLASS_SMALL /* * Xenomorph action figure */ /obj/item/toy/toy_xeno icon = 'icons/obj/toys/toy.dmi' icon_state = "toy_xeno" name = "xenomorph action figure" desc = "MEGA presents the new Xenos Isolated action figure! Comes complete with realistic sounds! Pull back string to use." w_class = WEIGHT_CLASS_SMALL floor_placeable = TRUE var/cooldown = 0 /obj/item/toy/toy_xeno/attack_self(mob/user) if(cooldown <= world.time) cooldown = (world.time + 50) //5 second cooldown user.visible_message(span_notice("[user] pulls back the string on [src].")) icon_state = "[initial(icon_state)]_used" sleep(0.5 SECONDS) audible_message(span_danger("[icon2html(src, viewers(src))] Hiss!")) var/list/possible_sounds = list('sound/mobs/non-humanoids/hiss/hiss1.ogg', 'sound/mobs/non-humanoids/hiss/hiss2.ogg', 'sound/mobs/non-humanoids/hiss/hiss3.ogg', 'sound/mobs/non-humanoids/hiss/hiss4.ogg') var/chosen_sound = pick(possible_sounds) playsound(get_turf(src), chosen_sound, 50, TRUE) addtimer(VARSET_CALLBACK(src, icon_state, "[initial(icon_state)]"), 4.5 SECONDS) else to_chat(user, span_warning("The string on [src] hasn't rewound all the way!")) return // TOY MOUSEYS :3 :3 :3 /obj/item/toy/cattoy name = "toy mouse" desc = "A colorful toy mouse!" icon = 'icons/obj/toys/toy.dmi' icon_state = "toy_mouse" w_class = WEIGHT_CLASS_SMALL resistance_flags = FLAMMABLE floor_placeable = TRUE /* * Action Figures */ /obj/item/toy/figure name = "\improper Non-Specific Action Figure action figure" icon = 'icons/obj/toys/toy.dmi' icon_state = "nuketoy" w_class = WEIGHT_CLASS_SMALL floor_placeable = TRUE var/cooldown = 0 var/toysay = "What the fuck did you do?" var/toysound = 'sound/machines/click.ogg' /obj/item/toy/figure/Initialize(mapload) . = ..() desc = "A \"Space Life\" brand [src]." AddElement(/datum/element/toy_talk) /obj/item/toy/figure/attack_self(mob/user as mob) if(cooldown <= world.time) cooldown = world.time + 50 to_chat(user, span_notice("[src] says \"[toysay]\"")) playsound(user, toysound, 20, TRUE) /obj/item/toy/figure/cmo name = "\improper Chief Medical Officer action figure" icon_state = "cmo" toysay = "Suit sensors!" /obj/item/toy/figure/assistant name = "\improper Assistant action figure" icon_state = "assistant" inhand_icon_state = "assistant" toysay = "Greytide world wide!" /obj/item/toy/figure/atmos name = "\improper Atmospheric Technician action figure" icon_state = "atmos" toysay = "Glory to Atmosia!" /obj/item/toy/figure/bartender name = "\improper Bartender action figure" icon_state = "bartender" toysay = "Where is Pun Pun?" /obj/item/toy/figure/bitrunner name = "\improper Bitrunner action figure" icon_state = "bitrunner" toysay = "I'm in..." /obj/item/toy/figure/borg name = "\improper Cyborg action figure" icon_state = "borg" toysay = "I. LIVE. AGAIN." toysound = 'sound/mobs/non-humanoids/cyborg/liveagain.ogg' /obj/item/toy/figure/botanist name = "\improper Botanist action figure" icon_state = "botanist" toysay = "Blaze it!" /obj/item/toy/figure/captain name = "\improper Captain action figure" icon_state = "captain" toysay = "Any heads of staff?" /obj/item/toy/figure/cargotech name = "\improper Cargo Technician action figure" icon_state = "cargotech" toysay = "For Cargonia!" /obj/item/toy/figure/ce name = "\improper Chief Engineer action figure" icon_state = "ce" toysay = "Wire the solars!" /obj/item/toy/figure/chaplain name = "\improper Chaplain action figure" icon_state = "chaplain" toysay = "Praise Space Jesus!" /obj/item/toy/figure/chef name = "\improper Cook action figure" icon_state = "chef" toysay = "I'll make you into a burger!" /obj/item/toy/figure/chemist name = "\improper Chemist action figure" icon_state = "chemist" toysay = "Get your pills!" /obj/item/toy/figure/clown name = "\improper Clown action figure" icon_state = "clown" toysay = "Honk!" toysound = 'sound/items/bikehorn.ogg' /obj/item/toy/figure/ian name = "\improper Ian action figure" icon_state = "ian" toysay = "Arf!" /obj/item/toy/figure/detective name = "\improper Detective action figure" icon_state = "detective" toysay = "This airlock has grey jumpsuit and insulated glove fibers on it." /obj/item/toy/figure/dsquad name = "\improper Deathsquad Officer action figure" icon_state = "dsquad" toysay = "Kill 'em all!" /obj/item/toy/figure/engineer name = "\improper Station Engineer action figure" icon_state = "engineer" toysay = "Oh god, the singularity is loose!" /obj/item/toy/figure/geneticist name = "\improper Geneticist action figure" icon_state = "geneticist" toysay = "Smash!" /obj/item/toy/figure/hop name = "\improper Head of Personnel action figure" icon_state = "hop" toysay = "Giving out all access!" /obj/item/toy/figure/hos name = "\improper Head of Security action figure" icon_state = "hos" toysay = "Go ahead, make my day." /obj/item/toy/figure/qm name = "\improper Quartermaster action figure" icon_state = "qm" toysay = "Please sign this form in triplicate and we will see about geting you a welding mask within 3 business days." /obj/item/toy/figure/janitor name = "\improper Janitor action figure" icon_state = "janitor" toysay = "Look at the signs, you idiot." /obj/item/toy/figure/lawyer name = "\improper Lawyer action figure" icon_state = "lawyer" toysay = "My client is a dirty traitor!" /obj/item/toy/figure/curator name = "\improper Curator action figure" icon_state = "curator" toysay = "One day while..." /obj/item/toy/figure/md name = "\improper Medical Doctor action figure" icon_state = "md" toysay = "The patient is already dead!" /obj/item/toy/figure/coroner name = "\improper Coroner action figure" icon_state = "coroner" toysay = "Get the damn Revenant outta here!" /obj/item/toy/figure/paramedic name = "\improper Paramedic action figure" icon_state = "paramedic" toysay = "And the best part? I'm not even a real doctor!" /obj/item/toy/figure/psychologist name = "\improper Psychologist action figure" icon_state = "psychologist" toysay = "Alright, just take these happy pills!" /obj/item/toy/figure/prisoner name = "\improper Prisoner action figure" icon_state = "prisoner" toysay = "I did not hit her! I did not!" /obj/item/toy/figure/mime name = "\improper Mime action figure" icon_state = "mime" toysay = "..." toysound = null /obj/item/toy/figure/miner name = "\improper Shaft Miner action figure" icon_state = "miner" toysay = "COLOSSUS RIGHT OUTSIDE THE BASE!" /obj/item/toy/figure/ninja name = "\improper Space Ninja action figure" icon_state = "ninja" toysay = "I am the shadow warrior!" /obj/item/toy/figure/wizard name = "\improper Wizard action figure" icon_state = "wizard" toysay = "EI NATH!" toysound = 'sound/effects/magic/disintegrate.ogg' /obj/item/toy/figure/wizard/special name = "\improper Wizard action figure special edition" toysay = "CLANG!"; toysound = 'sound/effects/clang.ogg' /obj/item/toy/figure/rd name = "\improper Research Director action figure" icon_state = "rd" toysay = "Blowing all of the borgs!" /obj/item/toy/figure/roboticist name = "\improper Roboticist action figure" icon_state = "roboticist" toysay = "Big stompy mechs!" toysound = 'sound/vehicles/mecha/mechstep.ogg' /obj/item/toy/figure/scientist name = "\improper Scientist action figure" icon_state = "scientist" toysay = "I call ordnance." toysound = 'sound/effects/explosion/explosionfar.ogg' /obj/item/toy/figure/syndie name = "\improper Nuclear Operative action figure" icon_state = "syndie" toysay = "Get that fucking disk!" /obj/item/toy/figure/secofficer name = "\improper Security Officer action figure" icon_state = "secofficer" toysay = "I am the law!" toysound = 'sound/runtime/complionator/dredd.ogg' /obj/item/toy/figure/warden name = "\improper Warden action figure" icon_state = "warden" toysay = "Seventeen minutes for coughing at an officer!" /obj/item/toy/dummy name = "ventriloquist dummy" desc = "It's a dummy, dummy." icon = 'icons/obj/toys/toy.dmi' icon_state = "puppet" inhand_icon_state = "puppet" floor_placeable = TRUE var/doll_name = "Dummy" //Add changing looks when i feel suicidal about making 20 inhands for these. /obj/item/toy/dummy/attack_self(mob/user) var/new_name = tgui_input_text(usr, "What would you like to name the dummy?", "Doll Name", doll_name, max_length = MAX_NAME_LEN) if(!new_name || !user.is_holding(src)) return doll_name = new_name to_chat(user, span_notice("You name the dummy as \"[doll_name]\".")) name = "[initial(name)] - [doll_name]" /obj/item/toy/dummy/Initialize(mapload) . = ..() AddElement(/datum/element/toy_talk) /obj/item/toy/dummy/get_voice(add_id_name) return doll_name /obj/item/toy/seashell name = "seashell" desc = "May you always have a shell in your pocket and sand in your shoes. Whatever that's supposed to mean." icon = 'icons/obj/fluff/beach.dmi' icon_state = "shell1" floor_placeable = TRUE var/static/list/possible_colors = list("" = 2, COLOR_PURPLE_GRAY = 1, COLOR_OLIVE = 1, COLOR_PALE_BLUE_GRAY = 1, COLOR_RED_GRAY = 1) /obj/item/toy/seashell/Initialize(mapload) . = ..() pixel_x = rand(-5, 5) pixel_y = rand(-5, 5) icon_state = "shell[rand(1,3)]" color = pick_weight(possible_colors) setDir(pick(GLOB.cardinals)) /obj/item/toy/brokenradio name = "broken radio" desc = "An old radio that produces nothing but static when turned on." icon = 'icons/obj/toys/toy.dmi' icon_state = "broken_radio" w_class = WEIGHT_CLASS_SMALL var/cooldown = 0 /obj/item/toy/brokenradio/attack_self(mob/user) if(cooldown <= world.time) cooldown = (world.time + 300) user.visible_message(span_notice("[user] adjusts the dial on [src].")) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/radiostatic.ogg', 50, FALSE), 0.5 SECONDS) else to_chat(user, span_warning("The dial on [src] jams up")) return /obj/item/toy/braintoy name = "squeaky brain" desc = "A Mr. Monstrous brand toy made to imitate a human brain in smell and texture." icon = 'icons/obj/medical/organs/organs.dmi' icon_state = "brain-old" var/cooldown = 0 /obj/item/toy/braintoy/attack_self(mob/user) if(cooldown <= world.time) cooldown = (world.time + 10) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/effects/blob/blobattack.ogg', 50, FALSE), 0.5 SECONDS) /* * Eldritch Toys */ /obj/item/toy/eldritch_book name = "Codex Cicatrix" desc = "A toy book that closely resembles the Codex Cicatrix. Covered in fake polyester human flesh and has a huge googly eye attached to the cover. The runes are gibberish and cannot be used to summon demons... Hopefully?" icon = 'icons/obj/antags/eldritch.dmi' base_icon_state = "book" icon_state = "book" worn_icon_state = "book" w_class = WEIGHT_CLASS_SMALL attack_verb_continuous = list("sacrifices", "transmutes", "graspes", "curses") attack_verb_simple = list("sacrifice", "transmute", "grasp", "curse") /// Helps determine the icon state of this item when it's used on self. var/book_open = FALSE /// id for timer var/timer_id /obj/item/toy/eldritch_book/attack_self(mob/user, modifiers) . = ..() if(.) return if(book_open) close_animation() else open_animation() /// Plays a little animation that shows the book opening and closing. /obj/item/toy/eldritch_book/proc/open_animation() icon_state = "[base_icon_state]_open" flick("[base_icon_state]_opening", src) book_open = TRUE timer_id = addtimer(CALLBACK(src, PROC_REF(close_animation)), 5 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_STOPPABLE) /// Plays a closing animation and resets the icon state. /obj/item/toy/eldritch_book/proc/close_animation() icon_state = base_icon_state flick("[base_icon_state]_closing", src) book_open = FALSE deltimer(timer_id) /* * Fake tear */ /obj/item/toy/reality_pierce name = "Pierced reality" desc = "Hah. You thought it was the real deal!" icon = 'icons/effects/eldritch.dmi' icon_state = "pierced_illusion" item_flags = NO_PIXEL_RANDOM_DROP /obj/item/toy/foamfinger name = "foam finger" desc = "root for the home team! wait, does this station even have a sports team?" icon = 'icons/obj/weapons/guns/ballistic.dmi' icon_state = "foamfinger" inhand_icon_state = "foamfinger_inhand" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL COOLDOWN_DECLARE(foamfinger_cooldown) /obj/item/toy/foamfinger/attack_self(mob/living/carbon/human/user) if(!COOLDOWN_FINISHED(src, foamfinger_cooldown)) return COOLDOWN_START(src, foamfinger_cooldown, 5 SECONDS) user.manual_emote("waves around the foam finger.") var/direction = prob(50) ? -1 : 1 if(NSCOMPONENT(user.dir)) animate(user, pixel_w = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL) animate(pixel_w = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) animate(pixel_w = (2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) animate(pixel_w = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) animate(pixel_w = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) else animate(user, pixel_z = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL) animate(pixel_z = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) animate(pixel_z = (2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) animate(pixel_z = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) animate(pixel_z = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE) user.changeNext_move(CLICK_CD_MELEE) ///All people who have used an Intento this round along with their high scores. GLOBAL_LIST_EMPTY(intento_players) #define HELP "help" #define DISARM "disarm" #define GRAB "grab" #define HARM "harm" #define ICON_SPLIT ICON_SIZE_ALL/2 // These states do not have any associated processing. #define STATE_AWAITING_PLAYER_INPUT "awaiting_player_input" #define STATE_OFF "off" // When the Intento is in one of these four states, it has an accompanying // set of code that runs in processing() #define STATE_STARTING "starting" #define STATE_DEMO "demo" #define STATE_END_OF_GAME "end_of_game" #define STATE_RETALIATION "retaliation" #define TIME_TO_BEGIN (1.6 SECONDS) #define TIME_PER_DEMO_STEP (0.6 SECONDS) #define TIME_TO_RESET_ICON (0.5 SECONDS) /obj/item/toy/intento name = "\improper Intento" desc = "Fundamentally useless for all intents and purposes." icon = 'icons/obj/toys/intents.dmi' icon_state = "blank" custom_price = PAYCHECK_COMMAND * 1.25 /// Current sequence of intents var/list/current_sequence = list() /// Sequence player inputs var/list/player_sequence = list() /// Score of the player var/score = 0 /// Associated list of intents to their sounds var/static/list/sound_by_intent = list( HELP = 'sound/items/intents/Help.ogg', DISARM = 'sound/items/intents/Disarm.ogg', GRAB = 'sound/items/intents/Grab.ogg', HARM = 'sound/items/intents/Harm.ogg', ) /// What state the toy is in. var/state = STATE_OFF /// Index used for iteration of steps for both demo and retaliation states var/index /// Time to delay until we start processing whatever state we're in COOLDOWN_DECLARE(next_process) /// Time until we reset the icon of the Intento COOLDOWN_DECLARE(next_icon_reset) /obj/item/toy/intento/attack_self(mob/user, modifiers) //added params to attack_self, the alternative is registering a signal on clickon but i was advised not to ..() if(state == STATE_OFF) boot() return if(!modifiers) return if(state != STATE_AWAITING_PLAYER_INPUT) return var/input var/icon_x = text2num(modifiers[ICON_X]) var/icon_y = text2num(modifiers[ICON_Y]) if(icon_x > ICON_SPLIT && icon_y > ICON_SPLIT) input = DISARM if(icon_x < ICON_SPLIT && icon_y > ICON_SPLIT) input = HELP if(icon_x > ICON_SPLIT && icon_y < ICON_SPLIT) input = GRAB if(icon_x < ICON_SPLIT && icon_y < ICON_SPLIT) input = HARM player_input(user, input) /obj/item/toy/intento/proc/boot() say("Game starting!") playsound(src, 'sound/machines/synth/synth_yes.ogg', 50, FALSE) state = STATE_STARTING COOLDOWN_START(src, next_process, TIME_TO_BEGIN) START_PROCESSING(SSfastprocess, src) /obj/item/toy/intento/proc/player_input(mob/player, intent) // All branches of this proc lead to us wanting to process START_PROCESSING(SSfastprocess, src) render(intent) player_sequence += intent for(var/i in 1 to player_sequence.len) if(player_sequence[i] != current_sequence[i]) state = STATE_END_OF_GAME COOLDOWN_START(src, next_process, TIME_TO_RESET_ICON) return if(player_sequence.len == current_sequence.len) score++ state = STATE_STARTING COOLDOWN_START(src, next_process, TIME_TO_BEGIN) /obj/item/toy/intento/process() if(next_icon_reset && next_icon_reset <= world.time) icon_state = initial(icon_state) COOLDOWN_RESET(src, next_icon_reset) if(next_process && next_process > world.time) return switch(state) if(STATE_STARTING) process_start() if(STATE_DEMO) process_demo() if(STATE_END_OF_GAME) process_end(isliving(loc) ? loc : null) if(STATE_RETALIATION) process_retaliation() if(!next_process && !next_icon_reset) return PROCESS_KILL /obj/item/toy/intento/proc/process_start() player_sequence.Cut() current_sequence += pick(list(HELP, DISARM, GRAB, HARM)) state = STATE_DEMO next_process = world.time index = 1 /obj/item/toy/intento/proc/process_demo() if(index > length(current_sequence)) state = STATE_AWAITING_PLAYER_INPUT COOLDOWN_RESET(src, next_process) return var/intent = current_sequence[index] render(intent) index += 1 COOLDOWN_START(src, next_process, TIME_PER_DEMO_STEP) /obj/item/toy/intento/proc/process_end(mob/user) if(user && GLOB.intento_players[user.ckey] < score) GLOB.intento_players[user.ckey] = score var/award_status = user.client.get_award_status(/datum/award/score/intento_score) var/award_score = score - award_status if(award_score > 0) user.client.give_award(/datum/award/score/intento_score, user, award_score) say("GAME OVER. Your score was [score]!") playsound(src, 'sound/machines/synth/synth_no.ogg', 50, FALSE) if(user && loc == user && obj_flags & EMAGGED) ADD_TRAIT(src, TRAIT_NODROP, type) to_chat(user, span_userdanger("Bad mistake.")) state = STATE_RETALIATION next_process = world.time index = 1 else cleanup() /obj/item/toy/intento/proc/process_retaliation() var/mob/living/victim = loc if(!isliving(victim) || index > length(current_sequence)) cleanup() return var/intent = current_sequence[index] render(intent) switch(intent) if(HELP) to_chat(victim, span_danger("[src] hugs you to make you feel better!")) victim.add_mood_event("hug", /datum/mood_event/hug) if(DISARM) to_chat(victim, span_danger("You're knocked down from a shove by [src]!")) victim.Knockdown(2 SECONDS) if(GRAB) to_chat(victim, span_danger("[src] grabs you aggressively!")) victim.Stun(2 SECONDS) if(HARM) to_chat(victim, span_danger("You're punched by [src]!")) victim.apply_damage(rand(20, 30), BRUTE) index += 1 COOLDOWN_START(src, next_process, TIME_PER_DEMO_STEP) /obj/item/toy/intento/proc/cleanup() score = 0 index = 1 player_sequence.Cut() current_sequence.Cut() state = STATE_OFF COOLDOWN_RESET(src, next_process) REMOVE_TRAIT(src, TRAIT_NODROP, type) /obj/item/toy/intento/proc/render(input) icon_state = input playsound(src, sound_by_intent[input], 50, FALSE) START_PROCESSING(SSfastprocess, src) COOLDOWN_START(src, next_icon_reset, TIME_TO_RESET_ICON) /obj/item/toy/intento/emag_act(mob/user, obj/item/card/emag/emag_card) if(obj_flags & EMAGGED) return FALSE obj_flags |= EMAGGED balloon_alert(user, "negative feedback loop enabled") return TRUE /obj/item/toy/intento/Destroy() STOP_PROCESSING(SSfastprocess, src) return ..() #undef HELP #undef DISARM #undef GRAB #undef HARM #undef ICON_SPLIT #undef STATE_AWAITING_PLAYER_INPUT #undef STATE_OFF #undef STATE_STARTING #undef STATE_DEMO #undef STATE_END_OF_GAME #undef STATE_RETALIATION #undef TIME_TO_BEGIN #undef TIME_PER_DEMO_STEP #undef TIME_TO_RESET_ICON /* * Runic Scepter */ /obj/item/toy/foam_runic_scepter name = "foam scepter" desc = "A foam replica of the scepters Wizards us on Vendormancy Soccer." icon_state = "vendor_staff" worn_icon_state = "vendor_staff" //For the back inhand_icon_state = "vendor_staff" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' icon = 'icons/obj/weapons/guns/magic.dmi' slot_flags = ITEM_SLOT_BACK attack_verb_continuous = list("smacks", "clubs", "wacks", "vendors") attack_verb_simple = list("smack", "club", "wack", "vendor") w_class = WEIGHT_CLASS_SMALL resistance_flags = FLAMMABLE /obj/item/extendohand name = "extendo-hand" desc = "Futuristic tech has allowed these classic spring-boxing toys to essentially act as a fully functional hand-operated hand prosthetic." icon = 'icons/obj/toys/toy.dmi' icon_state = "extendohand" inhand_icon_state = "extendohand" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 0 throwforce = 5 reach = 2 var/min_reach = 2 /obj/item/extendohand/acme name = "\improper ACME Extendo-Hand" desc = "A novelty extendo-hand produced by the ACME corporation. Originally designed to knock out roadrunners." /obj/item/extendohand/attack(atom/M, mob/living/carbon/human/user, list/modifiers, list/attack_modifiers) var/dist = get_dist(M, user) if(dist < min_reach) to_chat(user, span_warning("[M] is too close to use [src] on.")) return M.attack_hand(user, modifiers) /obj/item/banhammer desc = "A banhammer." name = "banhammer" icon = 'icons/obj/weapons/hammer.dmi' icon_state = "toyhammer" icon_angle = -45 slot_flags = ITEM_SLOT_BELT throwforce = 0 force = 1 w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 attack_verb_continuous = list("bans") attack_verb_simple = list("ban") max_integrity = 200 armor_type = /datum/armor/item_banhammer resistance_flags = FIRE_PROOF /datum/armor/item_banhammer fire = 100 acid = 70 /obj/item/banhammer/Initialize(mapload) . = ..() AddElement(/datum/element/kneejerk) /obj/item/banhammer/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] is hitting [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to ban [user.p_them()]self from life.")) return (BRUTELOSS|FIRELOSS|TOXLOSS|OXYLOSS) /* oranges says: This is a meme relating to the english translation of the ss13 russian wiki page on lurkmore. mrdoombringer sez: and remember kids, if you try and PR a fix for this item's grammar, you are admitting that you are, indeed, a newfriend. for further reading, please see: https://github.com/tgstation/tgstation/pull/30173 and https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=%2F%2Flurkmore.to%2FSS13&edit-text=&act=url */ /obj/item/banhammer/attack(mob/M, mob/living/user) if(user.zone_selected == BODY_ZONE_HEAD) M.visible_message(span_danger("[user] are stroking the head of [M] with a bangammer."), span_userdanger("[user] are stroking your head with a bangammer."), span_hear("You hear a bangammer stroking a head.")) // see above comment else M.visible_message(span_danger("[M] has been banned FOR NO REISIN by [user]!"), span_userdanger("You have been banned FOR NO REISIN by [user]!"), span_hear("You hear a banhammer banning someone.")) playsound(loc, 'sound/effects/adminhelp.ogg', 15) //keep it at 15% volume so people don't jump out of their skin too much if(user.combat_mode) return ..(M, user)