/*****************************Coin********************************/ /obj/item/weapon/coin icon = 'icons/obj/items.dmi' name = "Coin" icon_state = "coin" flags = CONDUCT force = 0.0 throwforce = 0.0 w_class = 1.0 slot_flags = SLOT_EARS var/string_attached var/sides = 2 /obj/item/weapon/coin/New() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/weapon/coin/gold name = "gold coin" icon_state = "coin_gold" /obj/item/weapon/coin/silver name = "silver coin" icon_state = "coin_silver" /obj/item/weapon/coin/diamond name = "diamond coin" icon_state = "coin_diamond" /obj/item/weapon/coin/iron name = "iron coin" icon_state = "coin_iron" /obj/item/weapon/coin/phoron name = "solid phoron coin" icon_state = "coin_phoron" /obj/item/weapon/coin/uranium name = "uranium coin" icon_state = "coin_uranium" /obj/item/weapon/coin/platinum name = "platinum coin" icon_state = "coin_adamantine" /obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/CC = W if(string_attached) user << "There already is a string attached to this coin." return if (CC.use(1)) overlays += image('icons/obj/items.dmi',"coin_string_overlay") string_attached = 1 user << "You attach a string to the coin." else user << "This cable coil appears to be empty." return else if(istype(W,/obj/item/weapon/wirecutters)) if(!string_attached) ..() return var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc) CC.amount = 1 CC.update_icon() overlays = list() string_attached = null user << "\blue You detach the string from the coin." else ..() /obj/item/weapon/coin/attack_self(mob/user as mob) var/result = rand(1, sides) var/comment = "" if(result == 1) comment = "tails" else if(result == 2) comment = "heads" user.visible_message("[user] has thrown \the [src]. It lands on [comment]! ", \ "You throw \the [src]. It lands on [comment]! ")