mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-23 20:16:19 +01:00
@@ -71,6 +71,7 @@
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/obj/effect/overlay/snow/floor
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icon_state = "snowfloor"
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layer = 2.01 //Just above floor
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mouse_opacity = 0 //Don't block underlying tile interactions
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/obj/effect/overlay/snow/floor/edges
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icon_state = "snow_edges"
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@@ -1247,20 +1247,17 @@ var/global/list/obj/item/device/pda/PDAs = list()
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if(issilicon(usr))
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return
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if (can_use(usr) && !isnull(cartridge))
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var/turf/T = get_turf(src)
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cartridge.loc = T
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if (ismob(loc))
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if(can_use(usr) && !isnull(cartridge))
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cartridge.forceMove(get_turf(src))
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if(ismob(loc))
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var/mob/M = loc
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M.put_in_hands(cartridge)
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else
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cartridge.loc = get_turf(src)
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mode = 0
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scanmode = 0
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if (cartridge.radio)
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cartridge.radio.hostpda = null
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cartridge = null
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to_chat(usr, "<span class='notice'>You remove \the [cartridge] from the [name].</span>")
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cartridge = null
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else
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to_chat(usr, "<span class='notice'>You cannot do this while restrained.</span>")
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@@ -265,8 +265,6 @@ var/list/civilian_cartridges = list(
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if(loc)
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var/obj/item/PDA = loc
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var/mob/user = PDA.fingerprintslast
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if(istype(PDA.loc,/mob/living))
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name = PDA.loc
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log_admin("STATUS: [user] set status screen with [PDA]. Message: [data1] [data2]")
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message_admins("STATUS: [user] set status screen with [PDA]. Message: [data1] [data2]")
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@@ -95,7 +95,7 @@ HALOGEN COUNTER - Radcount on mobs
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else
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dat += "<span class='notice'> [capitalize(org.name)]: [(org.brute_dam > 0) ? "<span class='warning'>[org.brute_dam]</span>" : 0]"
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dat += "[(org.status & ORGAN_BLEEDING)?"<span class='danger'>\[Bleeding\]</span>":""] - "
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dat += "[(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" : 0]</span><brr>"
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dat += "[(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" : 0]</span><br>"
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else
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dat += "<span class='notice'> Limbs are OK.</span><br>"
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@@ -4,7 +4,7 @@
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desc = "This handy device appears to translate the languages it hears into onscreen text for a user."
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icon = 'icons/obj/device.dmi'
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icon_state = "translator"
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w_class = ITEMSIZE_NORMAL //VOREStation Edit
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
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var/mult_icons = 1 //Changes sprite when it translates
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var/visual = 1 //If you need to see to get the message
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@@ -8,13 +8,17 @@
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var/obj/item/stack/type_to_spawn = null
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/obj/fiftyspawner/New()
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//spawns the 50-stack and qdels self
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..()
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// var/obj_path = text2path("/obj/item/stack/[material]")
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var/obj/item/stack/M = new type_to_spawn(src.loc)
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M.amount = M.max_amount //some stuff spawns with 60, we're still calling it fifty
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M.update_icon() // Some stacks have different sprites depending on how full they are.
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qdel(src)
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spawn()
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//spawns the 50-stack and qdels self
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..()
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if(istype(src.loc, /obj/structure/loot_pile)) //Spawning from a lootpile is weird, need to wait until we're out of it to do our work.
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while(istype(src.loc, /obj/structure/loot_pile))
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sleep(1)
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// var/obj_path = text2path("/obj/item/stack/[material]")
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var/obj/item/stack/M = new type_to_spawn(src.loc)
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M.amount = M.max_amount //some stuff spawns with 60, we're still calling it fifty
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M.update_icon() // Some stacks have different sprites depending on how full they are.
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qdel(src)
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/obj/fiftyspawner/rods
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name = "stack of rods" //this needs to be defined for cargo
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@@ -17,6 +17,7 @@
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* Plushies
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* Toy cult sword
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* Bouquets
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Stick Horse
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*/
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@@ -503,207 +504,324 @@
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/*
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* Action figures
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*/
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/obj/item/toy/figure
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name = "Completely Glitched action figure"
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desc = "A \"Space Life\" brand... wait, what the hell is this thing? It seems to be requesting the sweet release of death."
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icon_state = "assistant"
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name = "Non-Specific Action Figure action figure"
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desc = "A \"Space Life\" brand... wait, what the hell is this thing?"
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icon = 'icons/obj/toy.dmi'
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icon_state = "nuketoy"
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var/cooldown = 0
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var/toysay = "What the fuck did you do?"
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/obj/item/toy/figure/New()
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..()
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desc = "A \"Space Life\" brand [name]"
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/obj/item/toy/figure/attack_self(mob/user as mob)
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if(cooldown < world.time)
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cooldown = (world.time + 30) //3 second cooldown
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user.visible_message("<span class='notice'>The [src] says \"[toysay]\".</span>")
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playsound(user, 'sound/machines/click.ogg', 20, 1)
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/obj/item/toy/figure/cmo
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name = "Chief Medical Officer action figure"
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desc = "A \"Space Life\" brand Chief Medical Officer action figure."
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icon_state = "cmo"
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toysay = "Suit sensors!"
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/obj/item/toy/figure/assistant
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name = "Assistant action figure"
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desc = "A \"Space Life\" brand Assistant action figure."
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icon_state = "assistant"
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toysay = "Grey tide station wide!"
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/obj/item/toy/figure/atmos
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name = "Atmospheric Technician action figure"
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desc = "A \"Space Life\" brand Atmospheric Technician action figure."
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icon_state = "atmos"
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toysay = "Glory to Atmosia!"
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/obj/item/toy/figure/bartender
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name = "Bartender action figure"
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desc = "A \"Space Life\" brand Bartender action figure."
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icon_state = "bartender"
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toysay = "Where's my monkey?"
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/obj/item/toy/figure/borg
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name = "Drone action figure"
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desc = "A \"Space Life\" brand Drone action figure."
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icon_state = "borg"
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toysay = "I. LIVE. AGAIN."
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/obj/item/toy/figure/gardener
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name = "Gardener action figure"
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desc = "A \"Space Life\" brand Gardener action figure."
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icon_state = "botanist"
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toysay = "Dude, I see colors..."
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/obj/item/toy/figure/captain
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name = "Colony Director action figure"
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desc = "A \"Space Life\" brand Colony Director action figure."
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icon_state = "captain"
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toysay = "How do I open this display case?"
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/obj/item/toy/figure/cargotech
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name = "Cargo Technician action figure"
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desc = "A \"Space Life\" brand Cargo Technician action figure."
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icon_state = "cargotech"
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toysay = "For Cargonia!"
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/obj/item/toy/figure/ce
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name = "Chief Engineer action figure"
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desc = "A \"Space Life\" brand Chief Engineer action figure."
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icon_state = "ce"
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toysay = "Wire the solars!"
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/obj/item/toy/figure/chaplain
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name = "Chaplain action figure"
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desc = "A \"Space Life\" brand Chaplain action figure."
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icon_state = "chaplain"
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toysay = "Gods make me a killing machine please!"
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/obj/item/toy/figure/chef
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name = "Chef action figure"
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desc = "A \"Space Life\" brand Chef action figure."
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icon_state = "chef"
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toysay = "I swear it's not human meat."
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/obj/item/toy/figure/chemist
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name = "Chemist action figure"
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desc = "A \"Space Life\" brand Chemist action figure."
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icon_state = "chemist"
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toysay = "Get your pills!"
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/obj/item/toy/figure/clown
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name = "Clown action figure"
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desc = "A \"Space Life\" brand Clown action figure."
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icon_state = "clown"
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toysay = "<font face='comic sans ms'><b>Honk!</b></font>"
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/obj/item/toy/figure/corgi
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name = "Corgi action figure"
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desc = "A \"Space Life\" brand Corgi action figure."
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icon_state = "ian"
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toysay = "Arf!"
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/obj/item/toy/figure/detective
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name = "Detective action figure"
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desc = "A \"Space Life\" brand Detective action figure."
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icon_state = "detective"
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toysay = "This airlock has grey jumpsuit and insulated glove fibers on it."
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/obj/item/toy/figure/dsquad
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name = "Space Commando action figure"
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desc = "A \"Space Life\" brand Space Commando action figure."
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icon_state = "dsquad"
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toysay = "Eliminate all threats!"
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/obj/item/toy/figure/engineer
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name = "Engineer action figure"
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desc = "A \"Space Life\" brand Engineer action figure."
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icon_state = "engineer"
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toysay = "Oh god, the engine is gonna go!"
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/obj/item/toy/figure/geneticist
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name = "Geneticist action figure"
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desc = "A \"Space Life\" brand Geneticist action figure, which was recently dicontinued."
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icon_state = "geneticist"
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toysay = "I'm not qualified for this job."
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/obj/item/toy/figure/hop
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name = "Head of Personnel action figure"
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desc = "A \"Space Life\" brand Head of Personnel action figure."
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icon_state = "hop"
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toysay = "Giving out all access!"
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/obj/item/toy/figure/hos
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name = "Head of Security action figure"
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desc = "A \"Space Life\" brand Head of Security action figure."
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icon_state = "hos"
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toysay = "I'm here to win, anything else is secondary."
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/obj/item/toy/figure/qm
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name = "Quartermaster action figure"
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desc = "A \"Space Life\" brand Quartermaster action figure."
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icon_state = "qm"
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toysay = "Hail Cargonia!"
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/obj/item/toy/figure/janitor
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name = "Janitor action figure"
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desc = "A \"Space Life\" brand Janitor action figure."
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icon_state = "janitor"
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toysay = "Look at the signs, you idiot."
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/obj/item/toy/figure/agent
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name = "Internal Affairs Agent action figure"
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desc = "A \"Space Life\" brand Internal Affairs Agent action figure."
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icon_state = "agent"
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toysay = "Standard Operating Procedure says they're guilty! Hacking is proof they're an Enemy of the Corporation!"
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/obj/item/toy/figure/librarian
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name = "Librarian action figure"
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desc = "A \"Space Life\" brand Librarian action figure."
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icon_state = "librarian"
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toysay = "One day while..."
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/obj/item/toy/figure/md
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name = "Medical Doctor action figure"
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desc = "A \"Space Life\" brand Medical Doctor action figure."
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icon_state = "md"
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toysay = "The patient is already dead!"
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/obj/item/toy/figure/mime
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name = "Mime action figure"
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desc = "A \"Space Life\" brand Mime action figure."
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icon_state = "mime"
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toysay = "..."
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/obj/item/toy/figure/miner
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name = "Shaft Miner action figure"
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desc = "A \"Space Life\" brand Shaft Miner action figure."
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icon_state = "miner"
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toysay = "Oh god, it's eating my intestines!"
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/obj/item/toy/figure/ninja
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name = "Space Ninja action figure"
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desc = "A \"Space Life\" brand Space Ninja action figure."
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icon_state = "ninja"
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toysay = "Oh god! Stop shooting, I'm friendly!"
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/obj/item/toy/figure/wizard
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name = "Wizard action figure"
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desc = "A \"Space Life\" brand Wizard action figure."
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icon_state = "wizard"
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toysay = "Ei Nath!"
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/obj/item/toy/figure/rd
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name = "Research Director action figure"
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desc = "A \"Space Life\" brand Research Director action figure."
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icon_state = "rd"
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toysay = "Blowing all of the borgs!"
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/obj/item/toy/figure/roboticist
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name = "Roboticist action figure"
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desc = "A \"Space Life\" brand Roboticist action figure."
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icon_state = "roboticist"
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toysay = "He asked to be borged!"
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/obj/item/toy/figure/scientist
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name = "Scientist action figure"
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desc = "A \"Space Life\" brand Scientist action figure."
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icon_state = "scientist"
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toysay = "Someone else must have made those bombs!"
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||||
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/obj/item/toy/figure/syndie
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name = "Doom Operative action figure"
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||||
desc = "A \"Space Life\" brand Doom Operative action figure."
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icon_state = "syndie"
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toysay = "Get that fucking disk!"
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||||
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/obj/item/toy/figure/secofficer
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name = "Security Officer action figure"
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||||
desc = "A \"Space Life\" brand Security Officer action figure."
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||||
icon_state = "secofficer"
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toysay = "I am the law!"
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||||
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||||
/obj/item/toy/figure/virologist
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name = "Virologist action figure"
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||||
desc = "A \"Space Life\" brand Virologist action figure."
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icon_state = "virologist"
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||||
toysay = "The cure is potassium!"
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||||
|
||||
/obj/item/toy/figure/warden
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||||
name = "Warden action figure"
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||||
desc = "A \"Space Life\" brand Warden action figure."
|
||||
icon_state = "warden"
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||||
toysay = "Execute him for breaking in!"
|
||||
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||||
/obj/item/toy/figure/psychologist
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||||
name = "Psychologist action figure"
|
||||
desc = "A \"Space Life\" brand Psychologist action figure."
|
||||
icon_state = "psychologist"
|
||||
toysay = "The analyzer says you're fine!"
|
||||
|
||||
/obj/item/toy/figure/paramedic
|
||||
name = "Paramedic action figure"
|
||||
desc = "A \"Space Life\" brand Paramedic action figure."
|
||||
icon_state = "paramedic"
|
||||
toysay = "WHERE ARE YOU??"
|
||||
|
||||
/obj/item/toy/figure/ert
|
||||
name = "Emergency Response Team Commander action figure"
|
||||
desc = "A \"Space Life\" brand Emergency Response Team Commander action figure."
|
||||
icon_state = "ert"
|
||||
toysay = "We're probably the good guys!"
|
||||
|
||||
/*
|
||||
* Plushies
|
||||
*/
|
||||
|
||||
/*
|
||||
* Carp plushie
|
||||
*/
|
||||
|
||||
/obj/item/toy/plushie/carp
|
||||
name = "space carp plushie"
|
||||
desc = "An adorable stuffed toy that resembles a space carp."
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "plushie/carp"
|
||||
attack_verb = list("bitten", "eaten", "fin slapped")
|
||||
var/bitesound = 'sound/weapons/bite.ogg'
|
||||
|
||||
// Attack mob
|
||||
/obj/item/toy/plushie/carp/attack(mob/M as mob, mob/user as mob)
|
||||
playsound(loc, bitesound, 20, 1) // Play bite sound in local area
|
||||
return ..()
|
||||
|
||||
// Attack self
|
||||
/obj/item/toy/plushie/carp/attack_self(mob/user as mob)
|
||||
playsound(src.loc, bitesound, 20, 1)
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/random/carp_plushie
|
||||
name = "Random Carp Plushie"
|
||||
desc = "This is a random plushie"
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "plushie/carp"
|
||||
|
||||
/obj/random/carp_plushie/item_to_spawn()
|
||||
return pick(typesof(/obj/item/toy/plushie/carp)) //can pick any carp plushie, even the original.
|
||||
|
||||
/obj/item/toy/plushie/carp/ice
|
||||
icon_state = "icecarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/silent
|
||||
icon_state = "silentcarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/electric
|
||||
icon_state = "electriccarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/gold
|
||||
icon_state = "goldcarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/toxin
|
||||
icon_state = "toxincarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/dragon
|
||||
icon_state = "dragoncarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/pink
|
||||
icon_state = "pinkcarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/candy
|
||||
icon_state = "candycarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/nebula
|
||||
icon_state = "nebulacarp"
|
||||
|
||||
/obj/item/toy/plushie/carp/void
|
||||
icon_state = "voidcarp"
|
||||
|
||||
//Large plushies.
|
||||
/obj/structure/plushie
|
||||
name = "generic plush"
|
||||
@@ -726,6 +844,7 @@
|
||||
user.visible_message("<span class='notice'><b>\The [user]</b> pokes the [src].</span>","<span class='notice'>You poke the [src].</span>")
|
||||
visible_message("[src] says, \"[phrase]\"")
|
||||
|
||||
|
||||
/obj/structure/plushie/ian
|
||||
name = "plush corgi"
|
||||
desc = "A plushie of an adorable corgi! Don't you just want to hug it and squeeze it and call it \"Ian\"?"
|
||||
@@ -741,7 +860,7 @@
|
||||
/obj/structure/plushie/carp
|
||||
name = "plush carp"
|
||||
desc = "A plushie of an elated carp! Straight from the wilds of the Vir frontier, now right here in your hands."
|
||||
icon_state = "carpplushie"
|
||||
icon_state = "plushie/carp"
|
||||
phrase = "Glorf!"
|
||||
|
||||
/obj/structure/plushie/beepsky
|
||||
@@ -787,6 +906,12 @@
|
||||
to_chat(M, "You name the plushie [input], giving it a hug for good luck.")
|
||||
return 1
|
||||
|
||||
/obj/item/toy/plushie/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/toy/plushie) || istype(I, /obj/item/organ/external/head))
|
||||
user.visible_message("<span class='notice'>[user] makes \the [I] kiss \the [src]!.</span>", \
|
||||
"<span class='notice'>You make \the [I] kiss \the [src]!.</span>")
|
||||
return ..()
|
||||
|
||||
/obj/item/toy/plushie/nymph
|
||||
name = "diona nymph plush"
|
||||
desc = "A plushie of an adorable diona nymph! While its level of self-awareness is still being debated, its level of cuteness is not."
|
||||
@@ -817,6 +942,96 @@
|
||||
desc = "A farwa plush doll. It's soft and comforting!"
|
||||
icon_state = "farwaplushie"
|
||||
|
||||
/obj/item/toy/plushie/corgi
|
||||
name = "corgi plushie"
|
||||
icon_state = "corgi"
|
||||
|
||||
/obj/item/toy/plushie/girly_corgi
|
||||
name = "corgi plushie"
|
||||
icon_state = "girlycorgi"
|
||||
|
||||
/obj/item/toy/plushie/robo_corgi
|
||||
name = "borgi plushie"
|
||||
icon_state = "robotcorgi"
|
||||
|
||||
/obj/item/toy/plushie/octopus
|
||||
name = "octopus plushie"
|
||||
icon_state = "loveable"
|
||||
|
||||
/obj/item/toy/plushie/face_hugger
|
||||
name = "facehugger plushie"
|
||||
icon_state = "huggable"
|
||||
|
||||
//foxes are basically the best
|
||||
|
||||
/obj/item/toy/plushie/red_fox
|
||||
name = "red fox plushie"
|
||||
icon_state = "redfox"
|
||||
|
||||
/obj/item/toy/plushie/black_fox
|
||||
name = "black fox plushie"
|
||||
icon_state = "blackfox"
|
||||
|
||||
/obj/item/toy/plushie/marble_fox
|
||||
name = "marble fox plushie"
|
||||
icon_state = "marblefox"
|
||||
|
||||
/obj/item/toy/plushie/blue_fox
|
||||
name = "blue fox plushie"
|
||||
icon_state = "bluefox"
|
||||
|
||||
/obj/item/toy/plushie/orange_fox
|
||||
name = "orange fox plushie"
|
||||
icon_state = "orangefox"
|
||||
|
||||
/obj/item/toy/plushie/coffee_fox
|
||||
name = "coffee fox plushie"
|
||||
icon_state = "coffeefox"
|
||||
|
||||
/obj/item/toy/plushie/pink_fox
|
||||
name = "pink fox plushie"
|
||||
icon_state = "pinkfox"
|
||||
|
||||
/obj/item/toy/plushie/purple_fox
|
||||
name = "purple fox plushie"
|
||||
icon_state = "purplefox"
|
||||
|
||||
/obj/item/toy/plushie/crimson_fox
|
||||
name = "crimson fox plushie"
|
||||
icon_state = "crimsonfox"
|
||||
|
||||
/obj/item/toy/plushie/deer
|
||||
name = "deer plushie"
|
||||
icon_state = "deer"
|
||||
|
||||
/obj/item/toy/plushie/black_cat
|
||||
name = "black cat plushie"
|
||||
icon_state = "blackcat"
|
||||
|
||||
/obj/item/toy/plushie/grey_cat
|
||||
name = "grey cat plushie"
|
||||
icon_state = "greycat"
|
||||
|
||||
/obj/item/toy/plushie/white_cat
|
||||
name = "white cat plushie"
|
||||
icon_state = "whitecat"
|
||||
|
||||
/obj/item/toy/plushie/orange_cat
|
||||
name = "orange cat plushie"
|
||||
icon_state = "orangecat"
|
||||
|
||||
/obj/item/toy/plushie/siamese_cat
|
||||
name = "siamese cat plushie"
|
||||
icon_state = "siamesecat"
|
||||
|
||||
/obj/item/toy/plushie/tabby_cat
|
||||
name = "tabby cat plushie"
|
||||
icon_state = "tabbycat"
|
||||
|
||||
/obj/item/toy/plushie/tuxedo_cat
|
||||
name = "tuxedo cat plushie"
|
||||
icon_state = "tuxedocat"
|
||||
|
||||
/obj/item/toy/plushie/therapy/red
|
||||
name = "red therapy doll"
|
||||
desc = "A toy for therapeutic and recreational purposes. This one is red."
|
||||
@@ -886,6 +1101,147 @@
|
||||
name = "plastic bouquet"
|
||||
desc = "A cheap plastic bouquet of flowers. Smells like cheap, toxic plastic."
|
||||
|
||||
/obj/item/toy/stickhorse
|
||||
name = "stick horse"
|
||||
desc = "A pretend horse on a stick for any aspiring little cowboy to ride."
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "stickhorse"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
// Magic 8-Ball / Conch //
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
/obj/item/toy/eight_ball
|
||||
name = "\improper Magic 8-Ball"
|
||||
desc = "Mystical! Magical! Ages 8+!"
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "eight-ball"
|
||||
var/use_action = "shakes the ball"
|
||||
var/cooldown = 0
|
||||
var/list/possible_answers = list("Definitely.", "All signs point to yes.", "Most likely.", "Yes.", "Ask again later.", "Better not tell you now.", "Future unclear.", "Maybe.", "Doubtful.", "No.", "Don't count on it.", "Never.")
|
||||
|
||||
/obj/item/toy/eight_ball/attack_self(mob/user as mob)
|
||||
if(!cooldown)
|
||||
var/answer = pick(possible_answers)
|
||||
user.visible_message("<span class='notice'>[user] focuses on their question and [use_action]...</span>")
|
||||
user.visible_message("<span class='notice'>The [src] says \"[answer]\"</span>")
|
||||
spawn(30)
|
||||
cooldown = 0
|
||||
return
|
||||
|
||||
/obj/item/toy/eight_ball/conch
|
||||
name = "Magic Conch shell"
|
||||
desc = "All hail the Magic Conch!"
|
||||
icon_state = "conch"
|
||||
use_action = "pulls the string"
|
||||
possible_answers = list("Yes.", "No.", "Try asking again.", "Nothing.", "I don't think so.", "Neither.", "Maybe someday.")
|
||||
|
||||
// DND Character minis. Use the naming convention (type)character for the icon states.
|
||||
/obj/item/toy/character
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
w_class = ITEMSIZE_SMALL
|
||||
pixel_z = 5
|
||||
|
||||
/obj/item/toy/character/alien
|
||||
name = "xenomorph xiniature"
|
||||
desc = "A miniature xenomorph. Scary!"
|
||||
icon_state = "aliencharacter"
|
||||
/obj/item/toy/character/cleric
|
||||
name = "cleric miniature"
|
||||
desc = "A wee little cleric, with his wee little staff."
|
||||
icon_state = "clericcharacter"
|
||||
/obj/item/toy/character/warrior
|
||||
name = "warrior miniature"
|
||||
desc = "That sword would make a decent toothpick."
|
||||
icon_state = "warriorcharacter"
|
||||
/obj/item/toy/character/thief
|
||||
name = "thief miniature"
|
||||
desc = "Hey, where did my wallet go!?"
|
||||
icon_state = "thiefcharacter"
|
||||
/obj/item/toy/character/wizard
|
||||
name = "wizard miniature"
|
||||
desc = "MAGIC!"
|
||||
icon_state = "wizardcharacter"
|
||||
/obj/item/toy/character/voidone
|
||||
name = "void one miniature"
|
||||
desc = "The dark lord has risen!"
|
||||
icon_state = "darkmastercharacter"
|
||||
/obj/item/toy/character/lich
|
||||
name = "lich miniature"
|
||||
desc = "Murderboner extraordinaire."
|
||||
icon_state = "lichcharacter"
|
||||
/obj/item/weapon/storage/box/characters
|
||||
name = "box of miniatures"
|
||||
desc = "The nerd's best friends."
|
||||
icon_state = "box"
|
||||
/obj/item/weapon/storage/box/characters/starts_with = list(
|
||||
// /obj/item/toy/character/alien,
|
||||
/obj/item/toy/character/cleric,
|
||||
/obj/item/toy/character/warrior,
|
||||
/obj/item/toy/character/thief,
|
||||
/obj/item/toy/character/wizard,
|
||||
/obj/item/toy/character/voidone,
|
||||
/obj/item/toy/character/lich
|
||||
)
|
||||
|
||||
/obj/item/toy/AI
|
||||
name = "toy AI"
|
||||
desc = "A little toy model AI core!"// with real law announcing action!" //Alas, requires a rewrite of how ion laws work.
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "AI"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/cooldown = 0
|
||||
/*
|
||||
/obj/item/toy/AI/attack_self(mob/user)
|
||||
if(!cooldown) //for the sanity of everyone
|
||||
var/message = generate_ion_law()
|
||||
to_chat(user, "<span class='notice'>You press the button on [src].</span>")
|
||||
playsound(user, 'sound/machines/click.ogg', 20, 1)
|
||||
visible_message("<span class='danger'>[message]</span>")
|
||||
cooldown = 1
|
||||
spawn(30) cooldown = 0
|
||||
return
|
||||
..()
|
||||
*/
|
||||
/obj/item/toy/owl
|
||||
name = "owl action figure"
|
||||
desc = "An action figure modeled after 'The Owl', defender of justice."
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "owlprize"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/cooldown = 0
|
||||
|
||||
/obj/item/toy/owl/attack_self(mob/user)
|
||||
if(!cooldown) //for the sanity of everyone
|
||||
var/message = pick("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
|
||||
to_chat(user, "<span class='notice'>You pull the string on the [src].</span>")
|
||||
//playsound(user, 'sound/misc/hoot.ogg', 25, 1)
|
||||
visible_message("<span class='danger'>[message]</span>")
|
||||
cooldown = 1
|
||||
spawn(30) cooldown = 0
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/toy/griffin
|
||||
name = "griffin action figure"
|
||||
desc = "An action figure modeled after 'The Griffin', criminal mastermind."
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "griffinprize"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/cooldown = 0
|
||||
|
||||
/obj/item/toy/griffin/attack_self(mob/user)
|
||||
if(!cooldown) //for the sanity of everyone
|
||||
var/message = pick("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
|
||||
to_chat(user, "<span class='notice'>You pull the string on the [src].</span>")
|
||||
//playsound(user, 'sound/misc/caw.ogg', 25, 1)
|
||||
visible_message("<span class='danger'>[message]</span>")
|
||||
cooldown = 1
|
||||
spawn(30) cooldown = 0
|
||||
return
|
||||
..()
|
||||
|
||||
/* NYET.
|
||||
/obj/item/weapon/toddler
|
||||
icon_state = "toddler"
|
||||
|
||||
@@ -6,6 +6,7 @@ MATCHES
|
||||
CIGARETTES
|
||||
CIGARS
|
||||
SMOKING PIPES
|
||||
CUSTOM CIGS
|
||||
CHEAP LIGHTERS
|
||||
ZIPPO
|
||||
|
||||
@@ -454,6 +455,41 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
item_state = "cobpipe"
|
||||
chem_volume = 35
|
||||
|
||||
///////////////
|
||||
//CUSTOM CIGS//
|
||||
///////////////
|
||||
//and by custom cigs i mean craftable joints. smoke weed every day
|
||||
|
||||
/obj/item/clothing/mask/smokable/cigarette/joint
|
||||
name = "joint"
|
||||
desc = "This probably shouldn't ever show up."
|
||||
icon_state = "joint"
|
||||
max_smoketime = 500
|
||||
smoketime = 500
|
||||
nicotine_amt = 0
|
||||
|
||||
/obj/item/weapon/rollingpaper
|
||||
name = "rolling paper"
|
||||
desc = "A small, thin piece of easily flammable paper, commonly used for rolling and smoking various dried plants."
|
||||
icon = 'icons/obj/cigarettes.dmi'
|
||||
icon_state = "cig paper"
|
||||
|
||||
/obj/item/weapon/rollingpaper/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/reagent_containers/food/snacks))
|
||||
var/obj/item/weapon/reagent_containers/food/snacks/grown/G = W
|
||||
if (!G.dry)
|
||||
user << "<span class='notice'>[G] must be dried before you roll it into [src].</span>"
|
||||
return
|
||||
var/obj/item/clothing/mask/smokable/cigarette/joint/J = new /obj/item/clothing/mask/smokable/cigarette/joint(user.loc)
|
||||
to_chat(usr,"<span class='notice'>You roll the [G.name] into a joint!</span>")
|
||||
J.add_fingerprint(user)
|
||||
if(G.reagents)
|
||||
G.reagents.trans_to_obj(J, G.reagents.total_volume)
|
||||
J.name = "[G.name] joint"
|
||||
J.desc = "A joint lovingly rolled and filled with [G.name]. Blaze it."
|
||||
qdel(G)
|
||||
qdel(src)
|
||||
|
||||
/////////
|
||||
//ZIPPO//
|
||||
/////////
|
||||
|
||||
@@ -67,8 +67,8 @@
|
||||
if(istype(M,/mob/living))
|
||||
var/mob/living/L = M
|
||||
L.apply_effect(rand(5,20), IRRADIATE, check_protection = 0)
|
||||
L.apply_damage(max(2,L.getCloneLoss()), CLONE) //VOREStation Add - Enjoy.
|
||||
|
||||
L.apply_damage(max(2,L.getCloneLoss()), CLONE)
|
||||
|
||||
if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
|
||||
if (buf.types & DNA2_BUF_UI)
|
||||
if (!block) //isolated block?
|
||||
|
||||
@@ -148,7 +148,7 @@
|
||||
job_access_type = /datum/job/captain
|
||||
|
||||
/obj/item/weapon/card/id/gold/captain/spare
|
||||
name = "colony director's spare ID"
|
||||
name = "\improper Colony Director's spare ID"
|
||||
desc = "The spare ID of the High Lord himself."
|
||||
registered_name = "Colony Director"
|
||||
job_access_type = /datum/job/captain
|
||||
@@ -411,4 +411,4 @@
|
||||
desc = "An identification card of some sort. It does not look like it is issued by NT."
|
||||
icon_state = "permit"
|
||||
primary_color = rgb(142,94,0)
|
||||
secondary_color = rgb(191,159,95)
|
||||
secondary_color = rgb(191,159,95)
|
||||
|
||||
@@ -452,6 +452,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
/obj/item/weapon/implant/death_alarm
|
||||
name = "death alarm implant"
|
||||
desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
|
||||
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 2, TECH_DATA = 1)
|
||||
var/mobname = "Will Robinson"
|
||||
|
||||
/obj/item/weapon/implant/death_alarm/get_data()
|
||||
@@ -535,6 +536,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
icon_state = "implant_evil"
|
||||
var/activation_emote = "sigh"
|
||||
var/obj/item/scanned = null
|
||||
origin_tech = list(TECH_MATERIAL = 4, TECH_BIO = 2, TECH_ILLEGAL = 2)
|
||||
|
||||
/obj/item/weapon/implant/compressed/get_data()
|
||||
var/dat = {"
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
desc = "To keep the rain off you. Use with caution on windy days."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "umbrella_closed"
|
||||
addblends = "umbrella_closed_a"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
force = 5
|
||||
@@ -29,7 +30,6 @@
|
||||
|
||||
/obj/item/weapon/melee/umbrella/New()
|
||||
..()
|
||||
color = "#"+get_random_colour()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/melee/umbrella/attack_self()
|
||||
@@ -38,10 +38,16 @@
|
||||
/obj/item/weapon/melee/umbrella/proc/toggle_umbrella()
|
||||
open = !open
|
||||
icon_state = "umbrella_[open ? "open" : "closed"]"
|
||||
addblends = icon_state + "_a"
|
||||
item_state = icon_state
|
||||
update_icon()
|
||||
if(ishuman(src.loc))
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
H.update_inv_l_hand(0)
|
||||
H.update_inv_r_hand()
|
||||
..()
|
||||
|
||||
// Randomizes color
|
||||
/obj/item/weapon/melee/umbrella/random/New()
|
||||
color = "#"+get_random_colour()
|
||||
..()
|
||||
@@ -17,9 +17,9 @@
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T)
|
||||
return
|
||||
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in T
|
||||
if(airlock)
|
||||
afterattack(airlock, null, TRUE)
|
||||
var/obj/machinery/door/door = locate(/obj/machinery/door) in T
|
||||
if((door == /obj/machinery/door/airlock) || (door == /obj/machinery/door/firedoor))
|
||||
afterattack(door, null, TRUE)
|
||||
return INITIALIZE_HINT_QDEL
|
||||
|
||||
|
||||
@@ -250,7 +250,7 @@ var/list/tape_roll_applications = list()
|
||||
if(!proximity)
|
||||
return
|
||||
|
||||
if (istype(A, /obj/machinery/door/airlock))
|
||||
if (istype(A, /obj/machinery/door))
|
||||
var/turf/T = get_turf(A)
|
||||
if(locate(/obj/item/tape, A.loc))
|
||||
user << "There's already tape over that door!"
|
||||
|
||||
@@ -253,6 +253,17 @@
|
||||
reagents.trans_to_obj(C, (reagents.total_volume/contents.len))
|
||||
..()
|
||||
|
||||
/obj/item/weapon/storage/rollingpapers
|
||||
name = "rolling paper pack"
|
||||
desc = "A small cardboard pack containing several folded rolling papers."
|
||||
icon_state = "paperbox"
|
||||
icon = 'icons/obj/cigarettes.dmi'
|
||||
w_class = ITEMSIZE_TINY
|
||||
throwforce = 1
|
||||
storage_slots = 14
|
||||
can_hold = list(/obj/item/weapon/rollingpaper)
|
||||
starts_with = list(/obj/item/weapon/rollingpaper = 14)
|
||||
|
||||
/*
|
||||
* Vial Box
|
||||
*/
|
||||
|
||||
@@ -9,9 +9,13 @@
|
||||
// creates a new object and deletes itself
|
||||
/obj/random/New()
|
||||
..()
|
||||
if (!prob(spawn_nothing_percentage))
|
||||
spawn_item()
|
||||
qdel(src)
|
||||
spawn()
|
||||
if(istype(src.loc, /obj/structure/loot_pile)) //Spawning from a lootpile is weird, need to wait until we're out of it to do our work.
|
||||
while(istype(src.loc, /obj/structure/loot_pile))
|
||||
sleep(1)
|
||||
if (!prob(spawn_nothing_percentage))
|
||||
spawn_item()
|
||||
qdel(src)
|
||||
|
||||
|
||||
// this function should return a specific item to spawn
|
||||
@@ -42,7 +46,7 @@
|
||||
/obj/random/tool
|
||||
name = "random tool"
|
||||
desc = "This is a random tool"
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon = 'icons/obj/tools.dmi'
|
||||
icon_state = "welder"
|
||||
|
||||
/obj/random/tool/item_to_spawn()
|
||||
@@ -55,6 +59,32 @@
|
||||
/obj/item/device/flashlight,
|
||||
/obj/item/device/multitool)
|
||||
|
||||
/obj/random/tool/power
|
||||
name = "random powertool"
|
||||
desc = "This is a random powertool"
|
||||
icon_state = "jaws_pry"
|
||||
|
||||
/obj/random/tool/power/item_to_spawn()
|
||||
return pick(/obj/item/weapon/screwdriver/power,
|
||||
/obj/item/weapon/wirecutters/power,
|
||||
/obj/item/weapon/weldingtool/electric,
|
||||
/obj/item/weapon/weldingtool/experimental)
|
||||
|
||||
/obj/random/tool/alien
|
||||
name = "random alien tool"
|
||||
desc = "This is a random tool"
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "welder"
|
||||
|
||||
/obj/random/tool/alien/item_to_spawn()
|
||||
return pick(/obj/item/weapon/screwdriver/alien,
|
||||
/obj/item/weapon/wirecutters/alien,
|
||||
/obj/item/weapon/weldingtool/alien,
|
||||
/obj/item/weapon/crowbar/alien,
|
||||
/obj/item/weapon/wrench/alien,
|
||||
/obj/item/stack/cable_coil/alien,
|
||||
/obj/item/device/multitool/alien)
|
||||
|
||||
/obj/random/technology_scanner
|
||||
name = "random scanner"
|
||||
desc = "This is a random technology scanner."
|
||||
@@ -131,6 +161,29 @@
|
||||
prob(1);/obj/item/taperoll/atmos,
|
||||
prob(1);/obj/item/device/flashlight/maglight)
|
||||
|
||||
/obj/random/tech_supply/component
|
||||
name = "random tech component"
|
||||
desc = "This is a random machine component."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "portable_analyzer"
|
||||
|
||||
/obj/random/tech_supply/component/item_to_spawn()
|
||||
return pick(prob(3);/obj/item/weapon/stock_parts/gear,
|
||||
prob(2);/obj/item/weapon/stock_parts/console_screen,
|
||||
prob(1);/obj/item/weapon/stock_parts/spring,
|
||||
prob(3);/obj/item/weapon/stock_parts/capacitor,
|
||||
prob(2);/obj/item/weapon/stock_parts/capacitor/adv,
|
||||
prob(1);/obj/item/weapon/stock_parts/capacitor/super,
|
||||
prob(3);/obj/item/weapon/stock_parts/manipulator,
|
||||
prob(2);/obj/item/weapon/stock_parts/manipulator/nano,
|
||||
prob(1);/obj/item/weapon/stock_parts/manipulator/pico,
|
||||
prob(3);/obj/item/weapon/stock_parts/matter_bin,
|
||||
prob(2);/obj/item/weapon/stock_parts/matter_bin/adv,
|
||||
prob(1);/obj/item/weapon/stock_parts/matter_bin/super,
|
||||
prob(3);/obj/item/weapon/stock_parts/scanning_module,
|
||||
prob(2);/obj/item/weapon/stock_parts/scanning_module/adv,
|
||||
prob(1);/obj/item/weapon/stock_parts/scanning_module/phasic)
|
||||
|
||||
/obj/random/medical
|
||||
name = "Random Medicine"
|
||||
desc = "This is a random medical item."
|
||||
@@ -1538,8 +1591,7 @@ var/list/multi_point_spawns
|
||||
icon_state = "phoron"
|
||||
|
||||
/obj/random/mob/spider/mutant/item_to_spawn()
|
||||
return pick(prob(1);/obj/random/mob/spider,
|
||||
prob(5);/mob/living/simple_animal/hostile/giant_spider/nurse/medical,
|
||||
return pick(prob(5);/obj/random/mob/spider,
|
||||
prob(10);/mob/living/simple_animal/hostile/giant_spider/webslinger,
|
||||
prob(10);/mob/living/simple_animal/hostile/giant_spider/carrier,
|
||||
prob(33);/mob/living/simple_animal/hostile/giant_spider/lurker,
|
||||
|
||||
@@ -22,6 +22,8 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
|
||||
var/list/icon_states_to_use = list() // List of icon states the pile can choose from on initialization. If empty or null, it will stay the initial icon_state.
|
||||
|
||||
var/list/searched_by = list() // Keys that have searched this loot pile, with values of searched time.
|
||||
var/allow_multiple_looting = FALSE // If true, the same person can loot multiple times. Mostly for debugging.
|
||||
var/busy = FALSE // Used so you can't spamclick to loot.
|
||||
@@ -113,12 +115,9 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
var/path = pick(rare_loot)
|
||||
return new path(src)
|
||||
|
||||
|
||||
/obj/structure/loot_pile/maint
|
||||
var/list/icon_states_to_use = list()
|
||||
|
||||
/obj/structure/loot_pile/maint/initialize()
|
||||
icon_state = pick(icon_states_to_use)
|
||||
/obj/structure/loot_pile/initialize()
|
||||
if(icon_states_to_use && icon_states_to_use.len)
|
||||
icon_state = pick(icon_states_to_use)
|
||||
. = ..()
|
||||
|
||||
// Has large amounts of possible items, most of which may or may not be useful.
|
||||
@@ -438,7 +437,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
// Base type for alien piles.
|
||||
/obj/structure/loot_pile/surface/alien
|
||||
name = "alien pod"
|
||||
desc = "A pod which looks bigger on the inside. Something quiet shiny might be inside?"
|
||||
desc = "A pod which looks bigger on the inside. Something quite shiny might be inside?"
|
||||
icon_state = "alien_pile1"
|
||||
|
||||
/obj/structure/loot_pile/surface/alien
|
||||
@@ -568,3 +567,266 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
/obj/item/weapon/gun/launcher/crossbow
|
||||
)
|
||||
|
||||
// Subtype for mecha and mecha accessories. These might not always be on the surface.
|
||||
/obj/structure/loot_pile/mecha
|
||||
name = "pod wreckage"
|
||||
desc = "The ruins of some unfortunate pod. Perhaps something is salvageable."
|
||||
icon = 'icons/mecha/mecha.dmi'
|
||||
icon_state = "engineering_pod-broken"
|
||||
density = TRUE
|
||||
|
||||
chance_uncommon = 20
|
||||
chance_rare = 10
|
||||
|
||||
loot_depletion = TRUE
|
||||
loot_left = 9
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
/obj/random/tool,
|
||||
/obj/random/tool,
|
||||
/obj/random/tool,
|
||||
/obj/item/stack/cable_coil/random,
|
||||
/obj/random/tank,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/effect/decal/remains/lizard,
|
||||
/obj/effect/decal/remains/mouse,
|
||||
/obj/effect/decal/remains/robot,
|
||||
/obj/item/stack/material/steel{amount = 40}
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/riggedlaser,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/drill,
|
||||
/obj/item/mecha_parts/mecha_equipment/generator
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser,
|
||||
/obj/item/mecha_parts/mecha_equipment/generator/nuclear,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/jetpack
|
||||
)
|
||||
|
||||
//Stuff you may find attached to a ripley.
|
||||
/obj/structure/loot_pile/mecha/ripley
|
||||
name = "ripley wreckage"
|
||||
desc = "The ruins of some unfortunate ripley. Perhaps something is salvageable."
|
||||
icon_states_to_use = list("ripley-broken", "firefighter-broken", "ripley-broken-old")
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
/obj/item/stack/cable_coil/random,
|
||||
/obj/random/tank,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/item/stack/material/steel{amount = 25},
|
||||
/obj/item/stack/material/glass{amount = 10},
|
||||
/obj/item/stack/material/plasteel{amount = 5},
|
||||
/obj/item/mecha_parts/chassis/ripley,
|
||||
/obj/item/mecha_parts/part/ripley_torso,
|
||||
/obj/item/mecha_parts/part/ripley_left_arm,
|
||||
/obj/item/mecha_parts/part/ripley_right_arm,
|
||||
/obj/item/mecha_parts/part/ripley_left_leg,
|
||||
/obj/item/mecha_parts/part/ripley_right_leg,
|
||||
/obj/item/device/kit/paint/ripley,
|
||||
/obj/item/device/kit/paint/ripley/flames_red,
|
||||
/obj/item/device/kit/paint/ripley/flames_blue
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill,
|
||||
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher,
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/gravcatapult,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/rcd,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer/rigged
|
||||
)
|
||||
|
||||
//Death-Ripley, same common, but more combat-exosuit-based
|
||||
/obj/structure/loot_pile/mecha/deathripley
|
||||
name = "strange ripley wreckage"
|
||||
icon_state = "deathripley-broken"
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
/obj/item/stack/cable_coil/random,
|
||||
/obj/random/tank,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/item/stack/material/steel{amount = 40},
|
||||
/obj/item/stack/material/glass{amount = 20},
|
||||
/obj/item/stack/material/plasteel{amount = 10},
|
||||
/obj/item/mecha_parts/chassis/ripley,
|
||||
/obj/item/mecha_parts/part/ripley_torso,
|
||||
/obj/item/mecha_parts/part/ripley_left_arm,
|
||||
/obj/item/mecha_parts/part/ripley_right_arm,
|
||||
/obj/item/mecha_parts/part/ripley_left_leg,
|
||||
/obj/item/mecha_parts/part/ripley_right_leg,
|
||||
/obj/item/device/kit/paint/ripley/death
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/safety_clamp,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/riggedlaser,
|
||||
/obj/item/mecha_parts/mecha_equipment/repair_droid,
|
||||
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/rcd,
|
||||
/obj/item/mecha_parts/mecha_equipment/wormhole_generator,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer/rigged
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/odysseus
|
||||
name = "odysseus wreckage"
|
||||
desc = "The ruins of some unfortunate odysseus. Perhaps something is salvageable."
|
||||
icon_state = "odysseus-broken"
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
/obj/item/stack/cable_coil/random,
|
||||
/obj/random/tank,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/item/stack/material/steel{amount = 25},
|
||||
/obj/item/stack/material/glass{amount = 10},
|
||||
/obj/item/stack/material/plasteel{amount = 5},
|
||||
/obj/item/mecha_parts/chassis/odysseus,
|
||||
/obj/item/mecha_parts/part/odysseus_head,
|
||||
/obj/item/mecha_parts/part/odysseus_torso,
|
||||
/obj/item/mecha_parts/part/odysseus_left_arm,
|
||||
/obj/item/mecha_parts/part/odysseus_right_arm,
|
||||
/obj/item/mecha_parts/part/odysseus_left_leg,
|
||||
/obj/item/mecha_parts/part/odysseus_right_leg
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/sleeper,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flare,
|
||||
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher,
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/gravcatapult,
|
||||
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster,
|
||||
/obj/item/mecha_parts/mecha_equipment/shocker
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/gygax
|
||||
name = "gygax wreckage"
|
||||
desc = "The ruins of some unfortunate gygax. Perhaps something is salvageable."
|
||||
icon_state = "gygax-broken"
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
/obj/item/stack/cable_coil/random,
|
||||
/obj/random/tank,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/item/stack/material/steel{amount = 25},
|
||||
/obj/item/stack/material/glass{amount = 10},
|
||||
/obj/item/stack/material/plasteel{amount = 5},
|
||||
/obj/item/mecha_parts/chassis/gygax,
|
||||
/obj/item/mecha_parts/part/gygax_head,
|
||||
/obj/item/mecha_parts/part/gygax_torso,
|
||||
/obj/item/mecha_parts/part/gygax_left_arm,
|
||||
/obj/item/mecha_parts/part/gygax_right_arm,
|
||||
/obj/item/mecha_parts/part/gygax_left_leg,
|
||||
/obj/item/mecha_parts/part/gygax_right_leg,
|
||||
/obj/item/mecha_parts/part/gygax_armour
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/shocker,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser,
|
||||
/obj/item/device/kit/paint/gygax,
|
||||
/obj/item/device/kit/paint/gygax/darkgygax,
|
||||
/obj/item/device/kit/paint/gygax/recitence
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg,
|
||||
/obj/item/mecha_parts/mecha_equipment/repair_droid,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/durand
|
||||
name = "durand wreckage"
|
||||
desc = "The ruins of some unfortunate durand. Perhaps something is salvageable."
|
||||
icon_state = "durand-broken"
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
/obj/item/stack/cable_coil/random,
|
||||
/obj/random/tank,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/item/stack/material/steel{amount = 25},
|
||||
/obj/item/stack/material/glass{amount = 10},
|
||||
/obj/item/stack/material/plasteel{amount = 5},
|
||||
/obj/item/mecha_parts/chassis/durand,
|
||||
/obj/item/mecha_parts/part/durand_head,
|
||||
/obj/item/mecha_parts/part/durand_torso,
|
||||
/obj/item/mecha_parts/part/durand_left_arm,
|
||||
/obj/item/mecha_parts/part/durand_right_arm,
|
||||
/obj/item/mecha_parts/part/durand_left_leg,
|
||||
/obj/item/mecha_parts/part/durand_right_leg,
|
||||
/obj/item/mecha_parts/part/durand_armour
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/shocker,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser,
|
||||
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster,
|
||||
/obj/item/device/kit/paint/durand,
|
||||
/obj/item/device/kit/paint/durand/seraph,
|
||||
/obj/item/device/kit/paint/durand/phazon
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot,
|
||||
/obj/item/mecha_parts/mecha_equipment/repair_droid,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/phazon
|
||||
name = "phazon wreckage"
|
||||
desc = "The ruins of some unfortunate phazon. Perhaps something is salvageable."
|
||||
icon_state = "phazon-broken"
|
||||
|
||||
common_loot = list(
|
||||
/obj/item/weapon/storage/toolbox/syndicate/powertools,
|
||||
/obj/item/stack/material/plasteel{amount = 20},
|
||||
/obj/item/stack/material/durasteel{amount = 10},
|
||||
/obj/item/mecha_parts/chassis/phazon,
|
||||
/obj/item/mecha_parts/part/phazon_head,
|
||||
/obj/item/mecha_parts/part/phazon_torso,
|
||||
/obj/item/mecha_parts/part/phazon_left_arm,
|
||||
/obj/item/mecha_parts/part/phazon_right_arm,
|
||||
/obj/item/mecha_parts/part/phazon_left_leg,
|
||||
/obj/item/mecha_parts/part/phazon_right_leg
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/shocker,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer/rigged,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy,
|
||||
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay,
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/ion,
|
||||
/obj/item/mecha_parts/mecha_equipment/repair_droid,
|
||||
/obj/item/mecha_parts/mecha_equipment/teleporter
|
||||
)
|
||||
|
||||
Reference in New Issue
Block a user