mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
@@ -1731,14 +1731,24 @@ area/security/podbay
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name = "\improper Test Room"
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icon_state = "storage"
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// ENGIE OUTPOST
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/area/engiestation
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name = "\improper Engineering Outpost"
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icon_state = "construction"
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/area/engiestation/solars
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name = "\improper Engineering Outpost Solars"
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icon_state = "panelsP"
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//DJSTATION
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/area/djstation
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name = "\improper Listening Post"
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name = "\improper Ruskie DJ Station"
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icon_state = "DJ"
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/area/djstation/solars
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name = "\improper Listening Post Solars"
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name = "\improper Ruskie DJ Station Solars"
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icon_state = "DJ"
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//DERELICT
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@@ -539,6 +539,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"soviet admiral",
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"tunnel clown",
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"masked killer",
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"dark lord",
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"assassin",
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"death commando",
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"syndicate commando",
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@@ -744,6 +745,28 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
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carried_item.add_blood(M)//Oh yes, there will be blood...
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if("dark lord")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand)
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var/obj/item/clothing/head/chaplain_hood/hood = new(M)
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hood.name = "dark lord hood"
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M.equip_to_slot_or_del(hood, slot_head)
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var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M)
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robe.name = "dark lord robes"
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M.equip_to_slot_or_del(robe, slot_wear_suit)
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var/obj/item/weapon/card/id/syndicate/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.access = get_all_accesses()
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W.assignment = "Dark Lord"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("assassin")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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@@ -2,85 +2,115 @@
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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 = FPRINT | TABLEPASS| CONDUCT
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force = 0.0
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throwforce = 0.0
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name = "coin"
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icon_state = "coin__heads"
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flags = CONDUCT
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force = 1
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throwforce = 2
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w_class = 1.0
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var/string_attached
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var/material="iron" // Ore ID, used with coinbags.
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var/credits = 0 // How many credits is this coin worth?
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var/list/sideslist = list("heads","tails")
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var/cmineral = null
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var/cooldown = 0
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var/credits = 10
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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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icon_state = "coin_[cmineral]_heads"
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if(cmineral)
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name = "[cmineral] coin"
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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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credits = 10
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cmineral = "gold"
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icon_state = "coin_gold_heads"
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credits = 160
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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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credits = 5
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cmineral = "silver"
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icon_state = "coin_silver_heads"
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credits = 40
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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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credits = 25
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cmineral = "diamond"
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icon_state = "coin_diamond_heads"
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credits = 120
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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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credits = 1
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cmineral = "iron"
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icon_state = "coin_iron_heads"
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credits = 20
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/obj/item/weapon/coin/plasma
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name = "Solid plasma coin"
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icon_state = "coin_plasma"
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credits = 5
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cmineral = "plasma"
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icon_state = "coin_plasma_heads"
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credits = 80
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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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credits = 25
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cmineral = "uranium"
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icon_state = "coin_uranium_heads"
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credits = 160
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/obj/item/weapon/coin/clown
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name = "Bananaium coin"
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icon_state = "coin_clown"
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credits = 1000
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cmineral = "bananium"
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icon_state = "coin_bananium_heads"
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credits = 600 //makes the clown cri
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/obj/item/weapon/coin/adamantine
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cmineral = "adamantine"
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icon_state = "coin_adamantine_heads"
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credits = 400
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/obj/item/weapon/coin/mythril
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cmineral = "mythril"
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icon_state = "coin_mythril_heads"
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credits = 400
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/obj/item/weapon/coin/twoheaded
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cmineral = "iron"
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icon_state = "coin_iron_heads"
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desc = "Hey, this coin's the same on both sides!"
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sideslist = list("heads")
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credits = 20
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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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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 << "\blue There already is a string attached to this coin."
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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.amount <= 0)
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user << "\blue This cable coil appears to be empty."
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del(CC)
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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='warning'>You need one length of cable to attach a string to the coin.</span>"
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return
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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 << "\blue You attach a string to the coin."
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CC.use(1)
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else if(istype(W,/obj/item/weapon/wirecutters) )
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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.updateicon()
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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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user << "<span class='notice'>You detach the string from the coin.</span>"
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else ..()
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/obj/item/weapon/coin/attack_self(mob/user as mob)
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if(cooldown < world.time - 15)
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var/coinflip = pick(sideslist)
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cooldown = world.time
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flick("coin_[cmineral]_flip", src)
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icon_state = "coin_[cmineral]_[coinflip]"
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playsound(user.loc, 'sound/items/coinflip.ogg', 50, 1)
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if(do_after(user, 15))
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user.visible_message("<span class='notice'>[user] has flipped [src]. It lands on [coinflip].</span>", \
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"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
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"<span class='notice'>You hear the clattering of loose change.</span>")
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+13012
-13013
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