/obj/item/toy/plush name = "plush" desc = "This is the special coder plush, do not steal." icon = 'icons/obj/plushes.dmi' icon_state = "debug" worn_icon_state = "plushie" attack_verb_continuous = list("thumps", "whomps", "bumps") attack_verb_simple = list("thump", "whomp", "bump") w_class = WEIGHT_CLASS_SMALL resistance_flags = FLAMMABLE var/list/squeak_override //Weighted list; If you want your plush to have different squeak sounds use this var/stuffed = TRUE //If the plushie has stuffing in it var/obj/item/grenade/grenade //You can remove the stuffing from a plushie and add a grenade to it for *nefarious uses* //--love ~<3-- gender = NEUTER var/obj/item/toy/plush/lover var/obj/item/toy/plush/partner var/obj/item/toy/plush/plush_child var/obj/item/toy/plush/paternal_parent //who initiated creation var/obj/item/toy/plush/maternal_parent //who owns, see love() var/static/list/breeding_blacklist = typecacheof(/obj/item/toy/plush/carpplushie/dehy_carp) // you cannot have sexual relations with this plush var/list/scorned = list() //who the plush hates var/list/scorned_by = list() //who hates the plush, to remove external references on Destroy() var/heartbroken = FALSE var/vowbroken = FALSE var/young = FALSE ///Prevents players from cutting stuffing out of a plushie if true var/divine = FALSE var/mood_message var/list/love_message var/list/partner_message var/list/heartbroken_message var/list/vowbroken_message var/list/parent_message var/normal_desc //--end of love :'(-- /obj/item/toy/plush/Initialize() . = ..() AddComponent(/datum/component/squeak, squeak_override) AddElement(/datum/element/bed_tuckable, 6, -5, 90) //have we decided if Pinocchio goes in the blue or pink aisle yet? if(gender == NEUTER) if(prob(50)) gender = FEMALE else gender = MALE love_message = list("\n[src] is so happy, \he could rip a seam!") partner_message = list("\n[src] has a ring on \his finger! It says bound to my dear [partner].") heartbroken_message = list("\n[src] looks so sad.") vowbroken_message = list("\n[src] lost \his ring...") parent_message = list("\n[src] can't remember what sleep is.") normal_desc = desc /obj/item/toy/plush/Destroy() QDEL_NULL(grenade) //inform next of kin and... acquaintances if(partner) partner.bad_news(src) partner = null lover = null else if(lover) lover.bad_news(src) lover = null if(paternal_parent) paternal_parent.bad_news(src) paternal_parent = null if(maternal_parent) maternal_parent.bad_news(src) maternal_parent = null if(plush_child) plush_child.bad_news(src) plush_child = null var/i var/obj/item/toy/plush/P for(i=1, i<=scorned.len, i++) P = scorned[i] P.bad_news(src) scorned = null for(i=1, i<=scorned_by.len, i++) P = scorned_by[i] P.bad_news(src) scorned_by = null //null remaining lists squeak_override = null love_message = null partner_message = null heartbroken_message = null vowbroken_message = null parent_message = null return ..() /obj/item/toy/plush/handle_atom_del(atom/A) if(A == grenade) grenade = null ..() /obj/item/toy/plush/attack_self(mob/user) . = ..() if(stuffed || grenade) to_chat(user, span_notice("You pet [src]. D'awww.")) if(grenade && !grenade.active) log_game("[key_name(user)] activated a hidden grenade in [src].") grenade.arm_grenade(user, msg = FALSE, volume = 10) else to_chat(user, span_notice("You try to pet [src], but it has no stuffing. Aww...")) /obj/item/toy/plush/attackby(obj/item/I, mob/living/user, params) if(I.get_sharpness()) if(!grenade) if(!stuffed) to_chat(user, span_warning("You already murdered it!")) return if(!divine) user.visible_message(span_notice("[user] tears out the stuffing from [src]!"), span_notice("You rip a bunch of the stuffing from [src]. Murderer.")) I.play_tool_sound(src) stuffed = FALSE else to_chat(user, span_notice("What a fool you are. [src] is a god, how can you kill a god? What a grand and intoxicating innocence.")) if(iscarbon(user)) var/mob/living/carbon/C = user if(C.drunkenness < 50) C.drunkenness = min(C.drunkenness + 20, 50) var/turf/current_location = get_turf(user) var/area/current_area = current_location.loc //copied from hand tele code if(current_location && current_area && (current_area.area_flags & NOTELEPORT)) to_chat(user, span_notice("There is no escape. No recall or intervention can work in this place.")) else to_chat(user, span_notice("There is no escape. Although recall or intervention can work in this place, attempting to flee from [src]'s immense power would be futile.")) user.visible_message(span_notice("[user] lays down their weapons and begs for [src]'s mercy!"), span_notice("You lay down your weapons and beg for [src]'s mercy.")) user.drop_all_held_items() else to_chat(user, span_notice("You remove the grenade from [src].")) user.put_in_hands(grenade) grenade = null return if(istype(I, /obj/item/grenade)) if(stuffed) to_chat(user, span_warning("You need to remove some stuffing first!")) return if(grenade) to_chat(user, span_warning("[src] already has a grenade!")) return if(!user.transferItemToLoc(I, src)) return user.visible_message(span_warning("[user] slides [grenade] into [src]."), \ span_danger("You slide [I] into [src].")) grenade = I var/turf/grenade_turf = get_turf(src) log_game("[key_name(user)] added a grenade ([I.name]) to [src] at [AREACOORD(grenade_turf)].") return if(istype(I, /obj/item/toy/plush)) love(I, user) return return ..() /obj/item/toy/plush/proc/love(obj/item/toy/plush/Kisser, mob/living/user) //~<3 var/chance = 100 //to steal a kiss, surely there's a 100% chance no-one would reject a plush such as I? var/concern = 20 //perhaps something might cloud true love with doubt var/loyalty = 30 //why should another get between us? var/duty = 50 //conquering another's is what I live for //we are not catholic if(young == TRUE || Kisser.young == TRUE) user.show_message(span_notice("[src] plays tag with [Kisser]."), MSG_VISUAL, span_notice("They're happy."), NONE) Kisser.cheer_up() cheer_up() //never again else if(Kisser in scorned) //message, visible, alternate message, neither visible nor audible user.show_message(span_notice("[src] rejects the advances of [Kisser]!"), MSG_VISUAL, span_notice("That didn't feel like it worked."), NONE) else if(src in Kisser.scorned) user.show_message(span_notice("[Kisser] realises who [src] is and turns away."), MSG_VISUAL, span_notice("That didn't feel like it worked."), NONE) //first comes love else if(Kisser.lover != src && Kisser.partner != src) //cannot be lovers or married if(Kisser.lover) //if the initiator has a lover Kisser.lover.heartbreak(Kisser) //the old lover can get over the kiss-and-run whilst the kisser has some fun chance -= concern //one heart already broken, what does another mean? if(lover) //if the recipient has a lover chance -= loyalty //mustn't... but those lips if(partner) //if the recipient has a partner chance -= duty //do we mate for life? if(prob(chance)) //did we bag a date? user.visible_message(span_notice("[user] makes [Kisser] kiss [src]!"), span_notice("You make [Kisser] kiss [src]!")) if(lover) //who cares for the past, we live in the present lover.heartbreak(src) new_lover(Kisser) Kisser.new_lover(src) else user.show_message(span_notice("[src] rejects the advances of [Kisser], maybe next time?"), MSG_VISUAL, span_notice("That didn't feel like it worked, this time."), NONE) //then comes marriage else if(Kisser.lover == src && Kisser.partner != src) //need to be lovers (assumes loving is a two way street) but not married (also assumes similar) user.visible_message(span_notice("[user] pronounces [Kisser] and [src] married! D'aw."), span_notice("You pronounce [Kisser] and [src] married!")) new_partner(Kisser) Kisser.new_partner(src) //then comes a baby in a baby's carriage, or an adoption in an adoption's orphanage else if(Kisser.partner == src && !plush_child) //the one advancing does not take ownership of the child and we have a one child policy in the toyshop user.visible_message(span_notice("[user] is going to break [Kisser] and [src] by bashing them like that."), span_notice("[Kisser] passionately embraces [src] in your hands. Look away you perv!")) user.client.give_award(/datum/award/achievement/misc/rule8, user) if(plop(Kisser)) user.visible_message(span_notice("Something drops at the feet of [user]."), span_notice("The miracle of oh god did that just come out of [src]?!")) //then comes protection, or abstinence if we are catholic else if(Kisser.partner == src && plush_child) user.visible_message(span_notice("[user] makes [Kisser] nuzzle [src]!"), span_notice("You make [Kisser] nuzzle [src]!")) //then oh fuck something unexpected happened else user.show_message(span_warning("[Kisser] and [src] don't know what to do with one another."), NONE) /obj/item/toy/plush/proc/heartbreak(obj/item/toy/plush/Brutus) if(lover != Brutus) to_chat(world, "lover != Brutus") return //why are we considering someone we don't love? scorned.Add(Brutus) Brutus.scorned_by(src) lover = null Brutus.lover = null //feeling's mutual heartbroken = TRUE mood_message = pick(heartbroken_message) if(partner == Brutus) //oh dear... partner = null Brutus.partner = null //it'd be weird otherwise vowbroken = TRUE mood_message = pick(vowbroken_message) update_desc() /obj/item/toy/plush/proc/scorned_by(obj/item/toy/plush/Outmoded) scorned_by.Add(Outmoded) /obj/item/toy/plush/proc/new_lover(obj/item/toy/plush/Juliet) if(lover == Juliet) return //nice try lover = Juliet cheer_up() lover.cheer_up() mood_message = pick(love_message) update_desc() if(partner) //who? partner = null //more like who cares /obj/item/toy/plush/proc/new_partner(obj/item/toy/plush/Apple_of_my_eye) if(partner == Apple_of_my_eye) return //double marriage is just insecurity if(lover != Apple_of_my_eye) return //union not born out of love will falter partner = Apple_of_my_eye heal_memories() partner.heal_memories() mood_message = pick(partner_message) update_desc() /obj/item/toy/plush/proc/plop(obj/item/toy/plush/Daddy) if(partner != Daddy) return FALSE //we do not have bastards in our toyshop if(is_type_in_typecache(Daddy, breeding_blacklist)) return FALSE // some love is forbidden if(prob(50)) //it has my eyes plush_child = new type(get_turf(loc)) else //it has your eyes plush_child = new Daddy.type(get_turf(loc)) plush_child.make_young(src, Daddy) /obj/item/toy/plush/proc/make_young(obj/item/toy/plush/Mama, obj/item/toy/plush/Dada) if(Mama == Dada) return //cloning is reserved for plants and spacemen maternal_parent = Mama paternal_parent = Dada young = TRUE name = "[Mama] Jr" //Icelandic naming convention pending normal_desc = "[src] is a little baby of [maternal_parent] and [paternal_parent]!" //original desc won't be used so the child can have moods update_desc() Mama.mood_message = pick(Mama.parent_message) Mama.update_desc() Dada.mood_message = pick(Dada.parent_message) Dada.update_desc() /obj/item/toy/plush/proc/bad_news(obj/item/toy/plush/Deceased) //cotton to cotton, sawdust to sawdust var/is_that_letter_for_me = FALSE if(partner == Deceased) //covers marriage is_that_letter_for_me = TRUE partner = null lover = null else if(lover == Deceased) //covers lovers is_that_letter_for_me = TRUE lover = null //covers children if(maternal_parent == Deceased) is_that_letter_for_me = TRUE maternal_parent = null if(paternal_parent == Deceased) is_that_letter_for_me = TRUE paternal_parent = null //covers parents if(plush_child == Deceased) is_that_letter_for_me = TRUE plush_child = null //covers bad memories if(Deceased in scorned) scorned.Remove(Deceased) cheer_up() //what cold button eyes you have if(Deceased in scorned_by) scorned_by.Remove(Deceased) //all references to the departed should be cleaned up by now if(is_that_letter_for_me) heartbroken = TRUE mood_message = pick(heartbroken_message) update_desc() /obj/item/toy/plush/proc/cheer_up() //it'll be all right if(!heartbroken) return //you cannot make smile what is already if(vowbroken) return //it's a pretty big deal heartbroken = !heartbroken if(mood_message in heartbroken_message) mood_message = null update_desc() /obj/item/toy/plush/proc/heal_memories() //time fixes all wounds if(!vowbroken) vowbroken = !vowbroken if(mood_message in vowbroken_message) mood_message = null cheer_up() /obj/item/toy/plush/update_desc() desc = normal_desc . = ..() if(mood_message) desc += mood_message /obj/item/toy/plush/carpplushie name = "space carp plushie" desc = "An adorable stuffed toy that resembles a space carp." icon_state = "carpplush" inhand_icon_state = "carp_plushie" attack_verb_continuous = list("bites", "eats", "fin slaps") attack_verb_simple = list("bite", "eat", "fin slap") squeak_override = list('sound/weapons/bite.ogg'=1) /obj/item/toy/plush/bubbleplush name = "\improper Bubblegum plushie" desc = "The friendly red demon that gives good miners gifts." icon_state = "bubbleplush" attack_verb_continuous = list("rents") attack_verb_simple = list("rent") squeak_override = list('sound/magic/demon_attack1.ogg'=1) /obj/item/toy/plush/ratplush name = "\improper Ratvar plushie" desc = "An adorable plushie of the clockwork justiciar himself with new and improved spring arm action." icon_state = "plushvar" divine = TRUE var/obj/item/toy/plush/narplush/clash_target gender = MALE //he's a boy, right? /obj/item/toy/plush/ratplush/Moved() . = ..() if(clash_target) return var/obj/item/toy/plush/narplush/P = locate() in range(1, src) if(P && istype(P.loc, /turf/open) && !P.clashing) clash_of_the_plushies(P) /obj/item/toy/plush/ratplush/proc/clash_of_the_plushies(obj/item/toy/plush/narplush/P) clash_target = P P.clashing = TRUE say("YOU.") P.say("Ratvar?!") var/obj/item/toy/plush/a_winnar_is var/victory_chance = 10 for(var/i in 1 to 10) //We only fight ten times max if(QDELETED(src)) P.clashing = FALSE return if(QDELETED(P)) clash_target = null return if(!Adjacent(P)) visible_message(span_warning("The two plushies angrily flail at each other before giving up.")) clash_target = null P.clashing = FALSE return playsound(src, 'sound/magic/clockwork/ratvar_attack.ogg', 50, TRUE, frequency = 2) sleep(2.4) if(QDELETED(src)) P.clashing = FALSE return if(QDELETED(P)) clash_target = null return if(prob(victory_chance)) a_winnar_is = src break P.SpinAnimation(5, 0) sleep(5) if(QDELETED(src)) P.clashing = FALSE return if(QDELETED(P)) clash_target = null return playsound(P, 'sound/magic/clockwork/narsie_attack.ogg', 50, TRUE, frequency = 2) sleep(3.3) if(QDELETED(src)) P.clashing = FALSE return if(QDELETED(P)) clash_target = null return if(prob(victory_chance)) a_winnar_is = P break SpinAnimation(5, 0) victory_chance += 10 sleep(5) if(!a_winnar_is) a_winnar_is = pick(src, P) if(a_winnar_is == src) say(pick("DIE.", "ROT.")) P.say(pick("Nooooo...", "Not die. To y-", "Die. Ratv-", "Sas tyen re-")) playsound(src, 'sound/magic/clockwork/anima_fragment_attack.ogg', 50, TRUE, frequency = 2) playsound(P, 'sound/magic/demon_dies.ogg', 50, TRUE, frequency = 2) explosion(P, light_impact_range = 1) qdel(P) clash_target = null else say("NO! I will not be banished again...") P.say(pick("Ha.", "Ra'sha fonn dest.", "You fool. To come here.")) playsound(src, 'sound/magic/clockwork/anima_fragment_death.ogg', 62, TRUE, frequency = 2) playsound(P, 'sound/magic/demon_attack1.ogg', 50, TRUE, frequency = 2) explosion(src, light_impact_range = 1) qdel(src) P.clashing = FALSE /obj/item/toy/plush/narplush name = "\improper Nar'Sie plushie" desc = "A small stuffed doll of the elder goddess Nar'Sie. Who thought this was a good children's toy?" icon_state = "narplush" divine = TRUE var/clashing gender = FEMALE //it's canon if the toy is /obj/item/toy/plush/narplush/Moved() . = ..() var/obj/item/toy/plush/ratplush/P = locate() in range(1, src) if(P && istype(P.loc, /turf/open) && !P.clash_target && !clashing) P.clash_of_the_plushies(src) /obj/item/toy/plush/lizard_plushie name = "lizard plushie" desc = "An adorable stuffed toy that resembles a lizardperson." icon_state = "map_pushie_lizard" greyscale_config = /datum/greyscale_config/plush_lizard attack_verb_continuous = list("claws", "hisses", "tail slaps") attack_verb_simple = list("claw", "hiss", "tail slap") squeak_override = list('sound/weapons/slash.ogg' = 1) /obj/item/toy/plush/lizard_plushie/Initialize() . = ..() if(!greyscale_colors) // Generate a random valid lizard color for our plushie friend var/generated_lizard_color = "#" + random_color() var/temp_hsv = RGBtoHSV(generated_lizard_color) // If our color is too dark, use the classic green lizard plush color if(ReadHSV(temp_hsv)[3] < ReadHSV("#7F7F7F")[3]) generated_lizard_color = "#66ff33" // Set our greyscale colors to the lizard color we made + black eyes set_greyscale(colors = list(generated_lizard_color, "#000000")) // Preset lizard plushie that uses the original lizard plush green. (Or close to it) /obj/item/toy/plush/lizard_plushie/green desc = "An adorable stuffed toy that resembles a green lizardperson. This one fills you with nostalgia and soul." greyscale_colors = "#66ff33#000000" /obj/item/toy/plush/space_lizard_plushie name = "space lizard plushie" desc = "An adorable stuffed toy that resembles a very determined spacefaring lizardperson. To infinity and beyond, little guy." icon_state = "plushie_spacelizard" inhand_icon_state = "plushie_spacelizard" // space lizards can't hit people with their tail, it's stuck in their suit attack_verb_continuous = list("claws", "hisses", "bops") attack_verb_simple = list("claw", "hiss", "bops") squeak_override = list('sound/weapons/slash.ogg' = 1) /obj/item/toy/plush/snakeplushie name = "snake plushie" desc = "An adorable stuffed toy that resembles a snake. Not to be mistaken for the real thing." icon_state = "plushie_snake" inhand_icon_state = "plushie_snake" attack_verb_continuous = list("bites", "hisses", "tail slaps") attack_verb_simple = list("bite", "hiss", "tail slap") squeak_override = list('sound/weapons/bite.ogg' = 1) /obj/item/toy/plush/nukeplushie name = "operative plushie" desc = "A stuffed toy that resembles a syndicate nuclear operative. The tag claims operatives to be purely fictitious." icon_state = "plushie_nuke" inhand_icon_state = "plushie_nuke" attack_verb_continuous = list("shoots", "nukes", "detonates") attack_verb_simple = list("shoot", "nuke", "detonate") squeak_override = list('sound/effects/hit_punch.ogg' = 1) /obj/item/toy/plush/plasmamanplushie name = "plasmaman plushie" desc = "A stuffed toy that resembles your purple coworkers. Mmm, yeah, in true plasmaman fashion, it's not cute at all despite the designer's best efforts." icon_state = "plushie_pman" inhand_icon_state = "plushie_pman" attack_verb_continuous = list("burns", "space beasts", "fwooshes") attack_verb_simple = list("burn", "space beast", "fwoosh") squeak_override = list('sound/effects/extinguish.ogg' = 1) /obj/item/toy/plush/slimeplushie name = "slime plushie" desc = "An adorable stuffed toy that resembles a slime. It is practically just a hacky sack." icon_state = "plushie_slime" inhand_icon_state = "plushie_slime" attack_verb_continuous = list("blorbles", "slimes", "absorbs") attack_verb_simple = list("blorble", "slime", "absorb") squeak_override = list('sound/effects/blobattack.ogg' = 1) gender = FEMALE //given all the jokes and drawings, I'm not sure the xenobiologists would make a slimeboy /obj/item/toy/plush/awakenedplushie name = "awakened plushie" desc = "An ancient plushie that has grown enlightened to the true nature of reality." icon_state = "plushie_awake" inhand_icon_state = "plushie_awake" /obj/item/toy/plush/awakenedplushie/ComponentInitialize() . = ..() AddComponent(/datum/component/edit_complainer) /obj/item/toy/plush/beeplushie name = "bee plushie" desc = "A cute toy that resembles an even cuter bee." icon_state = "plushie_h" inhand_icon_state = "plushie_h" attack_verb_continuous = list("stings") attack_verb_simple = list("sting") gender = FEMALE squeak_override = list('sound/voice/moth/scream_moth.ogg'=1) /obj/item/toy/plush/goatplushie name = "strange goat plushie" icon_state = "goat" desc = "Despite its cuddly appearance and plush nature, it will beat you up all the same. Goats never change." squeak_override = list('sound/weapons/punch1.ogg'=1) /obj/item/toy/plush/moth name = "moth plushie" desc = "A plushie depicting an adorable mothperson. It's a huggable bug!" icon_state = "moffplush" inhand_icon_state = "moffplush" attack_verb_continuous = list("flutters", "flaps") attack_verb_simple = list("flutter", "flap") squeak_override = list('sound/voice/moth/scream_moth.ogg'=1) ///Used to track how many people killed themselves with item/toy/plush/moth var/suicide_count = 0 /obj/item/toy/plush/moth/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] stares deeply into the eyes of [src] and it begins consuming [user.p_them()]! It looks like [user.p_theyre()] trying to commit suicide!")) suicide_count++ if(suicide_count < 3) desc = "A plushie depicting an unsettling mothperson. After killing [suicide_count] [suicide_count == 1 ? "person" : "people"] it's not looking so huggable now..." else desc = "A plushie depicting a creepy mothperson. It's killed [suicide_count] people! I don't think I want to hug it any more!" divine = TRUE resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF playsound(src, 'sound/hallucinations/wail.ogg', 50, TRUE, -1) var/list/available_spots = get_adjacent_open_turfs(loc) if(available_spots.len) //If the user is in a confined space the plushie will drop normally as the user dies, but in the open the plush is placed one tile away from the user to prevent squeak spam var/turf/open/random_open_spot = pick(available_spots) forceMove(random_open_spot) user.dust(just_ash = FALSE, drop_items = TRUE) return MANUAL_SUICIDE /obj/item/toy/plush/pkplush name = "peacekeeper plushie" desc = "A plushie depicting a peacekeeper cyborg. Only you can prevent human harm!" icon_state = "pkplush" inhand_icon_state = "pkplush" attack_verb_continuous = list("hugs", "squeezes") attack_verb_simple = list("hug", "squeeze") squeak_override = list('sound/weapons/thudswoosh.ogg'=1) /obj/item/toy/plush/rouny name = "runner plushie" desc = "A plushie depicting a xenomorph runner, made to commemorate the centenary of the Battle of LV-426. Much cuddlier than the real thing." icon_state = "rouny" inhand_icon_state = "rouny" attack_verb_continuous = list("slashes", "bites", "charges") attack_verb_simple = list("slash", "bite", "charge") squeak_override = list('sound/items/intents/Help.ogg' = 1)