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FalloutFalcon c04168e81f Standerdizing currency symbols (Part 1?) (#94128)
## About The Pull Request
Passes a standardized define into some of the tgui to parody behavior
with vending machines.
Adds a few defines for money symbols to make it easier to rework types
of money.

If yall are for this I can also go through and find and replace a ton of
strings and other tgui with these, but dont want to sink 2 much time
into it if not.

<img width="966" height="646" alt="image"
src="https://github.com/user-attachments/assets/2d4753be-7e5d-4733-acf8-05f354127a6a"
/>

Proof of concept if Nanotrasen was not an evil conglomerate and the
dollar never went out of style
<img width="1009" height="661" alt="image"
src="https://github.com/user-attachments/assets/e68bfcd3-4053-4641-9b28-f384f2cb049b"
/>

some broken shit here but 99% thats cause minimal runtime station does
not support the supply console
<img width="795" height="767" alt="image"
src="https://github.com/user-attachments/assets/30dbd625-5338-4dc3-80db-922ff045f0f0"
/>
2025-11-30 13:50:20 -06:00

80 lines
3.2 KiB
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/mob/living/basic/trader
name = "Trader"
desc = "Come buy some!"
unique_name = FALSE
icon = 'icons/mob/simple/simple_human.dmi'
maxHealth = 200
health = 200
melee_damage_lower = 10
melee_damage_upper = 10
attack_verb_continuous = "punches"
attack_verb_simple = "punch"
attack_sound = 'sound/items/weapons/punch1.ogg'
basic_mob_flags = DEL_ON_DEATH
unsuitable_atmos_damage = 2.5
combat_mode = FALSE
move_resist = MOVE_FORCE_STRONG
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
sentience_type = SENTIENCE_HUMANOID
speed = 0
ai_controller = /datum/ai_controller/basic_controller/trader
///Sound used when item sold/bought
var/sell_sound = 'sound/effects/cashregister.ogg'
///The currency name
var/currency_name = MONEY_NAME
///The spawner we use to create our look
var/spawner_path = /obj/effect/mob_spawn/corpse/human/generic_assistant
///Our species to create our look
var/species_path = /datum/species/human
///The loot we drop when we die
var/loot = list(/obj/effect/mob_spawn/corpse/human/generic_assistant)
///Casing used to shoot during retaliation
var/ranged_attack_casing = /obj/item/ammo_casing/shotgun/buckshot
///Sound to make while doing a retalitory attack
var/ranged_attack_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
///Weapon path, for visuals
var/held_weapon_visual = /obj/item/gun/ballistic/shotgun
///Type path for the trader datum to use for retrieving the traders wares, speech, etc
var/trader_data_path = /datum/trader_data
/mob/living/basic/trader/Initialize(mapload)
. = ..()
apply_dynamic_human_appearance(src, species_path = species_path, mob_spawn_path = spawner_path, r_hand = held_weapon_visual)
var/datum/trader_data/trader_data = new trader_data_path
AddComponent(/datum/component/trader, trader_data = trader_data)
AddComponent(/datum/component/ranged_attacks, casing_type = ranged_attack_casing, projectile_sound = ranged_attack_sound, cooldown_time = 3 SECONDS)
AddElement(/datum/element/ai_retaliate)
AddElement(/datum/element/ai_swap_combat_mode, BB_BASIC_MOB_CURRENT_TARGET, string_list(trader_data.say_phrases[TRADER_BATTLE_START_PHRASE]), string_list(trader_data.say_phrases[TRADER_BATTLE_END_PHRASE]))
if(LAZYLEN(loot))
loot = string_list(loot)
AddElement(/datum/element/death_drops, loot)
var/datum/action/setup_shop/setup_shop = new (src, trader_data.shop_spot_type, trader_data.sign_type, trader_data.sell_sound, trader_data.say_phrases[TRADER_SHOP_OPENING_PHRASE])
setup_shop.Grant(src)
ai_controller.set_blackboard_key(BB_SETUP_SHOP, setup_shop)
/mob/living/basic/trader/mrbones
name = "Mr. Bones"
desc = "A skeleton merchant, he seems very humerus."
speak_emote = list("rattles")
speech_span = SPAN_SANS
mob_biotypes = MOB_UNDEAD|MOB_HUMANOID
icon_state = "mrbones"
gender = MALE
ai_controller = /datum/ai_controller/basic_controller/trader/jumpscare
sell_sound = 'sound/mobs/non-humanoids/hiss/hiss2.ogg'
species_path = /datum/species/skeleton
spawner_path = /obj/effect/mob_spawn/corpse/human/skeleton/mrbones
loot = list(/obj/effect/decal/remains/human)
ranged_attack_casing = /obj/item/ammo_casing/energy/bolt/halloween
held_weapon_visual = /obj/item/gun/ballistic/revolver
trader_data_path = /datum/trader_data/mr_bones