Arcade Prize Counter

This commit is contained in:
FalseIncarnate
2016-02-14 01:58:36 -05:00
parent 954d0dadfa
commit 0015eac2c8
10 changed files with 171 additions and 168 deletions
+70 -63
View File
@@ -200,7 +200,9 @@
return
else if (bullets == 0)
user.Weaken(5)
user.visible_message("<span class='danger'>[] realized they were out of ammo and started scrounging for some!</span>")
user.visible_message("<span class='danger'>[] realized they were out of ammo and starting scrounging for some!</span>")
/obj/item/toy/crossbow/attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
@@ -277,27 +279,27 @@
flags = NOSHIELD
attack_verb = list("attacked", "struck", "hit")
attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue You extend the plastic blade with a quick flick of your wrist."
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
src.icon_state = "swordblue"
src.item_state = "swordblue"
src.w_class = 4
else
user << "\blue You push the plastic blade back down into the handle."
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
src.icon_state = "sword0"
src.item_state = "sword0"
src.w_class = 2
/obj/item/toy/sword/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue You extend the plastic blade with a quick flick of your wrist."
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
src.icon_state = "swordblue"
src.item_state = "swordblue"
src.w_class = 4
else
user << "\blue You push the plastic blade back down into the handle."
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
src.icon_state = "sword0"
src.item_state = "sword0"
src.w_class = 2
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
src.add_fingerprint(user)
return
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
src.add_fingerprint(user)
return
// Copied from /obj/item/weapon/melee/energy/sword/attackby
/obj/item/toy/sword/attackby(obj/item/weapon/W, mob/living/user, params)
@@ -372,21 +374,15 @@
w_class = 1
throw_impact(atom/hit_atom)
..()
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a bang!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/toy/snappop/virus/throw_impact(atom/hit_atom)
..()
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a bang!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/*
* Snap pops
@@ -427,13 +423,13 @@
/*
* Mech prizes
*/
/obj/item/toy/mech
/obj/item/toy/prize
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
var/cooldown = 0
//all credit to skasi for toy mech fun ideas
/obj/item/toy/mech/attack_self(mob/user as mob)
/obj/item/toy/prize/attack_self(mob/user as mob)
if(cooldown < world.time - 8)
user << "<span class='notice'>You play with [src].</span>"
playsound(user, 'sound/mecha/mechstep.ogg', 20, 1)
@@ -457,37 +453,37 @@
/obj/random/mech/item_to_spawn()
return pick(subtypesof(/obj/item/toy/prize)) //exclude the base type.
/obj/item/toy/mech/ripley
/obj/item/toy/prize/ripley
name = "toy ripley"
desc = "Mini-Mecha action figure! Collect them all! 1/11."
/obj/item/toy/mech/fireripley
/obj/item/toy/prize/fireripley
name = "toy firefighting ripley"
desc = "Mini-Mecha action figure! Collect them all! 2/11."
icon_state = "fireripleytoy"
/obj/item/toy/mech/deathripley
/obj/item/toy/prize/deathripley
name = "toy deathsquad ripley"
desc = "Mini-Mecha action figure! Collect them all! 3/11."
icon_state = "deathripleytoy"
/obj/item/toy/mech/gygax
/obj/item/toy/prize/gygax
name = "toy gygax"
desc = "Mini-Mecha action figure! Collect them all! 4/11."
icon_state = "gygaxtoy"
/obj/item/toy/mech/durand
/obj/item/toy/prize/durand
name = "toy durand"
desc = "Mini-Mecha action figure! Collect them all! 5/11."
icon_state = "durandprize"
/obj/item/toy/mech/honk
/obj/item/toy/prize/honk
name = "toy H.O.N.K."
desc = "Mini-Mecha action figure! Collect them all! 6/11."
icon_state = "honkprize"
/obj/item/toy/mech/marauder
/obj/item/toy/prize/marauder
name = "toy marauder"
desc = "Mini-Mecha action figure! Collect them all! 7/11."
icon_state = "marauderprize"
@@ -497,17 +493,17 @@
desc = "Mini-Mecha action figure! Collect them all! 8/11."
icon_state = "seraphprize"
/obj/item/toy/mech/mauler
/obj/item/toy/prize/mauler
name = "toy mauler"
desc = "Mini-Mecha action figure! Collect them all! 9/11."
icon_state = "maulerprize"
/obj/item/toy/mech/odysseus
/obj/item/toy/prize/odysseus
name = "toy odysseus"
desc = "Mini-Mecha action figure! Collect them all! 10/11."
icon_state = "odysseusprize"
/obj/item/toy/mech/phazon
/obj/item/toy/prize/phazon
name = "toy phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11."
icon_state = "phazonprize"
@@ -924,44 +920,55 @@ obj/item/toy/cards/deck/syndicate/black
/obj/item/toy/therapy
name = "therapy doll"
desc = "A toy for therapeutic and recreational purposes."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyred"
item_state = "egg4" // It's the red egg in items_left/righthand
item_state = "egg4"
w_class = 1
item_color = "red"
var/cooldown = 0
/obj/item/toy/therapy/New()
..()
icon_state = "therapy[item_color]"
UpdateDesc()
if(item_color)
name = "[item_color] therapy doll"
desc += " This one is [item_color]."
icon_state = "therapy[item_color]"
/obj/item/toy/therapy/proc/UpdateDesc()
name = "[item_color] therapy doll"
desc += " This one is [item_color]."
/obj/item/toy/therapy/attack_self(mob/user)
if(cooldown < world.time - 8)
user << "<span class='notice'>You relieve some stress with /the [src].</span>"
playsound(user, 'sound/items/squeaktoy.ogg', 20, 1)
cooldown = world.time
/obj/random/therapy
name = "Random Therapy Doll"
desc = "This is a random therapy doll."
icon = 'icons/obj/toy.dmi'
icon_state = "therapyred"
/obj/random/prize/item_to_spawn()
return pick(subtypesof(/obj/item/toy/therapy)) //exclude the base type.
/obj/item/toy/therapy/red
item_color = "red"
item_state = "egg4" // It's the red egg in items_left/righthand
item_color = "red"
/obj/item/toy/therapy/purple
item_color = "purple"
item_state = "egg1" // It's the magenta egg in items_left/righthand
item_color = "purple"
/obj/item/toy/therapy/blue
item_color = "blue"
item_state = "egg2" // It's the blue egg in items_left/righthand
item_color = "blue"
/obj/item/toy/therapy/yellow
item_color = "yellow"
item_state = "egg5" // It's the yellow egg in items_left/righthand
item_color = "yellow"
/obj/item/toy/therapy/orange
item_color = "orange"
item_state = "egg4" // It's the red one again, lacking an orange item_state and making a new one is pointless
item_color = "orange"
/obj/item/toy/therapy/green
item_color = "green"
item_state = "egg3" // It's the green egg in items_left/righthand
item_color = "green"
/obj/item/weapon/toddler
icon_state = "toddler"
@@ -148,4 +148,11 @@
. = 0
else
. = 1
. = 1
/obj/structure/stool/bed/chair/wheelchair/handle_rotation()
overlays = null
var/image/O = image(icon = 'icons/vehicles/motorcycle.dmi', icon_state = "motorcycle_overlay_4d", layer = FLY_LAYER, dir = src.dir)
overlays += O
if(buckled_mob)
buckled_mob.dir = dir