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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
157 lines
5.3 KiB
Plaintext
157 lines
5.3 KiB
Plaintext
///Used to contain the traders initial wares, and speech
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/datum/trader_data
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///The item that marks the shopkeeper will sit on
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var/shop_spot_type = /obj/structure/chair/plastic
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///The sign that will greet the customers
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var/sign_type = /obj/structure/trader_sign
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///Sound used when item sold/bought
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var/sell_sound = 'sound/effects/cashregister.ogg'
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///The currency name
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var/currency_name = "credits"
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///The initial products that the trader offers
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var/list/initial_products = list(
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/obj/item/food/burger/ghost = list(PAYCHECK_CREW * 4, INFINITY),
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)
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///The initial products that the trader buys
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var/list/initial_wanteds = list(
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/obj/item/ectoplasm = list(PAYCHECK_CREW * 2, INFINITY, ""),
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)
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///The speech data of the trader
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var/list/say_phrases = list(
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ITEM_REJECTED_PHRASE = list(
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"Sorry, I'm not a fan of anything you're showing me. Give me something better and we'll talk.",
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),
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ITEM_SELLING_CANCELED_PHRASE = list(
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"What a shame, tell me if you changed your mind.",
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),
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ITEM_SELLING_ACCEPTED_PHRASE = list(
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"Pleasure doing business with you.",
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),
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INTERESTED_PHRASE = list(
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"Hey, you've got an item that interests me, I'd like to buy it, I'll give you some cash for it, deal?",
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),
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BUY_PHRASE = list(
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"Pleasure doing business with you.",
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),
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NO_CASH_PHRASE = list(
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"Sorry adventurer, I can't give credit! Come back when you're a little mmmmm... richer!",
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),
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NO_STOCK_PHRASE = list(
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"Sorry adventurer, but that item is not in stock at the moment.",
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),
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NOT_WILLING_TO_BUY_PHRASE = list(
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"I don't want to buy that item for the time being, check back another time.",
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),
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ITEM_IS_WORTHLESS_PHRASE = list(
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"This item seems to be worthless on a closer look, I won't buy this.",
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),
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TRADER_HAS_ENOUGH_ITEM_PHRASE = list(
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"I already bought enough of this for the time being.",
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),
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TRADER_LORE_PHRASE = list(
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"Hello! I am the test trader.",
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"Oooooooo~!",
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),
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TRADER_NOT_BUYING_ANYTHING = list(
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"I'm currently buying nothing at the moment.",
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),
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TRADER_NOT_SELLING_ANYTHING = list(
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"I'm currently selling nothing at the moment.",
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),
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TRADER_BATTLE_START_PHRASE = list(
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"Thief!",
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),
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TRADER_BATTLE_END_PHRASE = list(
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"That is a discount I call death.",
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),
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TRADER_SHOP_OPENING_PHRASE = list(
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"Welcome to my shop, friend!",
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),
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)
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/**
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* Depending on the passed parameter/override, returns a randomly picked string out of a list
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*
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* Do note when overriding this argument, you will need to ensure pick(the list) doesn't get supplied with a list of zero length
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* Arguments:
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* * say_text - (String) a define that matches the key of a entry in say_phrases
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*/
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/datum/trader_data/proc/return_trader_phrase(say_text)
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if(!length(say_phrases[say_text]))
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return
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return pick(say_phrases[say_text])
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/datum/trader_data/mr_bones
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shop_spot_type = /obj/structure/chair/wood/wings
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sign_type = /obj/structure/trader_sign/mrbones
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sell_sound = 'sound/mobs/non-humanoids/hiss/hiss2.ogg'
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initial_products = list(
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/obj/item/clothing/head/helmet/skull = list(PAYCHECK_CREW * 3, INFINITY),
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/obj/item/clothing/mask/bandana/skull/black = list(PAYCHECK_CREW, INFINITY),
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/obj/item/food/cookie/sugar/spookyskull = list(PAYCHECK_CREW * 0.2, INFINITY),
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/obj/item/instrument/trombone/spectral = list(PAYCHECK_CREW * 200, INFINITY),
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/obj/item/shovel/serrated = list(PAYCHECK_CREW * 3, INFINITY),
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)
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initial_wanteds = list(
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/obj/item/reagent_containers/condiment/milk = list(PAYCHECK_CREW * 20, INFINITY, ""),
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/obj/item/stack/sheet/bone = list(PAYCHECK_CREW * 8.4, INFINITY, ", per sheet of bone"),
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)
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say_phrases = list(
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ITEM_REJECTED_PHRASE = list(
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"Sorry, I'm not a fan of anything you're showing me. Give me something better and we'll talk.",
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),
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ITEM_SELLING_CANCELED_PHRASE = list(
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"What a shame, tell me if you changed your mind.",
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),
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ITEM_SELLING_ACCEPTED_PHRASE = list(
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"Pleasure doing business with you.",
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),
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INTERESTED_PHRASE = list(
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"Hey, you've got an item that interests me, I'd like to buy it, I'll give you some cash for it, deal?",
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),
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BUY_PHRASE = list(
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"Bone appetit!",
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),
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NO_CASH_PHRASE = list(
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"Sorry adventurer, I can't give credit! Come back when you're a little mmmmm... richer!",
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),
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NO_STOCK_PHRASE = list(
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"Sorry adventurer, but that item is not in stock at the moment.",
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),
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NOT_WILLING_TO_BUY_PHRASE = list(
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"I don't want to buy that item for the time being, check back another time.",
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),
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ITEM_IS_WORTHLESS_PHRASE = list(
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"This item seems to be worthless on a closer look, I won't buy this.",
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),
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TRADER_HAS_ENOUGH_ITEM_PHRASE = list(
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"I already bought enough of this for the time being.",
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),
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TRADER_LORE_PHRASE = list(
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"Hello, I am Mr. Bones!",
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"The ride never ends!",
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"I'd really like a refreshing carton of milk!",
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"I'm willing to play big prices for BONES! Need materials to make merch, eh?",
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"It's a beautiful day outside. Birds are singing, Flowers are blooming... On days like these, kids like you... Should be buying my wares!",
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),
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TRADER_NOT_BUYING_ANYTHING = list(
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"I'm currently buying nothing at the moment.",
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),
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TRADER_NOT_SELLING_ANYTHING = list(
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"I'm currently selling nothing at the moment.",
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),
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TRADER_BATTLE_START_PHRASE = list(
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"The ride ends for you!",
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),
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TRADER_BATTLE_END_PHRASE = list(
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"Mr. Bones never misses!",
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),
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TRADER_SHOP_OPENING_PHRASE = list(
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"My wild ride is open!",
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),
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)
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