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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
82 lines
2.1 KiB
Plaintext
82 lines
2.1 KiB
Plaintext
/*****************************Coin********************************/
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/obj/item/weapon/coin
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icon = 'icons/obj/items.dmi'
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name = "Coin"
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icon_state = "coin"
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flags = CONDUCT
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force = 0.0
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throwforce = 0.0
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w_class = ITEMSIZE_TINY
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slot_flags = SLOT_EARS
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var/string_attached
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var/sides = 2
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/obj/item/weapon/coin/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/weapon/coin/gold
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name = "gold coin"
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icon_state = "coin_gold"
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/obj/item/weapon/coin/silver
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name = "silver coin"
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icon_state = "coin_silver"
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/obj/item/weapon/coin/diamond
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name = "diamond coin"
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icon_state = "coin_diamond"
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/obj/item/weapon/coin/iron
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name = "iron coin"
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icon_state = "coin_iron"
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/obj/item/weapon/coin/phoron
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name = "solid phoron coin"
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icon_state = "coin_phoron"
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/obj/item/weapon/coin/uranium
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name = "uranium coin"
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icon_state = "coin_uranium"
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/obj/item/weapon/coin/platinum
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name = "platinum coin"
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icon_state = "coin_adamantine"
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/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = W
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if(string_attached)
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user << "<span class='notice'>There already is a string attached to this coin.</span>"
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return
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if (CC.use(1))
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overlays += image('icons/obj/items.dmi',"coin_string_overlay")
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string_attached = 1
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user << "<span class='notice'>You attach a string to the coin.</span>"
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else
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user << "<span class='notice'>This cable coil appears to be empty.</span>"
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return
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else if(istype(W,/obj/item/weapon/wirecutters))
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if(!string_attached)
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..()
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return
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var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
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CC.amount = 1
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CC.update_icon()
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overlays = list()
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string_attached = null
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user << "\blue You detach the string from the coin."
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else ..()
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/obj/item/weapon/coin/attack_self(mob/user as mob)
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var/result = rand(1, sides)
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var/comment = ""
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if(result == 1)
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comment = "tails"
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else if(result == 2)
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comment = "heads"
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user.visible_message("<span class='notice'>[user] has thrown \the [src]. It lands on [comment]! </span>", \
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"<span class='notice'>You throw \the [src]. It lands on [comment]! </span>")
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