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Broborg and Service borg are fused into one robust little critter.
Broborgs commented out. Service borgs lose paper and spacecash wad. Service borg gets an RSF. Rapid service fabricator, with three setting that work on simulated (normal) floors and tables: 1. Creates a wad of 10 Credits (because humans like dosh). Drains 200 each use. 2. Creates a drinking glass (to fill beer into). Drains 50 energy each use. 3. Creates a Piece of paper (for writing). Drains 10 energy each use. The malfunction lockers use new, robust (read as slightly nerfed), 2001 a Spess Odyssey spess suits. (Due to voting results) No 2001 jetpacks though, as they don't have item states. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1369 316c924e-a436-60f5-8080-3fe189b3f50e
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83
code/game/objects/items/weapons/RSF.dm
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83
code/game/objects/items/weapons/RSF.dm
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/*
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CONTAINS:
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RSF
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*/
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/obj/item/weapon/rsf/New()
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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/obj/item/weapon/rsf/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/weapon/rcd_ammo))
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if ((matter + 10) > 30)
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user << "The RSF cant hold any more matter."
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return
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del(W)
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matter += 10
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playsound(src.loc, 'click.ogg', 10, 1)
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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/obj/item/weapon/rsf/attack_self(mob/user as mob)
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playsound(src.loc, 'pop.ogg', 50, 0)
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if (mode == 1)
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mode = 2
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user << "Changed dispensing mode to 'Drinking Glass'"
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return
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if (mode == 2)
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mode = 3
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user << "Changed dispensing mode to 'Paper'"
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return
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if (mode == 3)
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mode = 1
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user << "Changed dispensing mode to 'Dosh'"
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return
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// Change mode
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/obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob)
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if (!(istype(A, /obj/table) || istype(A, /turf/simulated/floor)))
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return
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if (((istype(A, /obj/table) || istype(A, /turf/simulated/floor))) && mode == 1)
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if (((istype(A, /obj/table) || istype(A, /turf/simulated/floor))) && matter >= 1)
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user << "Dispensing Dosh..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/spacecash/c10( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (((istype(A, /obj/table) || istype(A, /turf/simulated/floor))) && mode == 2)
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if (((istype(A, /obj/table) || istype(A, /turf/simulated/floor))) && matter >= 1)
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user << "Dispensing Drinking Glass..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (((istype(A, /obj/table) || istype(A, /turf/simulated/floor))) && mode == 3)
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if (((istype(A, /obj/table) || istype(A, /turf/simulated/floor))) && matter >= 1)
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user << "Dispensing Paper Sheet..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/paper( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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