Merge pull request #3601 from FalseIncarnate/arcade

Arcade Prize Counter
This commit is contained in:
TheDZD
2016-02-17 16:57:49 -05:00
16 changed files with 1077 additions and 343 deletions
+198 -212
View File
@@ -51,9 +51,9 @@
if(!proximity) return
if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 10)
user << "\blue You fill the balloon with the contents of [A]."
src.desc = "A translucent balloon with some form of liquid sloshing around in it."
src.update_icon()
user << "<span class='notice'>You fill the balloon with the contents of [A].</span>"
desc = "A translucent balloon with some form of liquid sloshing around in it."
update_icon()
return
/obj/item/toy/balloon/attackby(obj/O as obj, mob/user as mob, params)
@@ -67,19 +67,19 @@
O.reagents.reaction(user)
qdel(src)
else
src.desc = "A translucent balloon with some form of liquid sloshing around in it."
user << "\blue You fill the balloon with the contents of [O]."
desc = "A translucent balloon with some form of liquid sloshing around in it."
user << "<span class='notice'>You fill the balloon with the contents of [O].</span>"
O.reagents.trans_to(src, 10)
src.update_icon()
update_icon()
return
/obj/item/toy/balloon/throw_impact(atom/hit_atom)
if(src.reagents.total_volume >= 1)
src.visible_message("\red The [src] bursts!","You hear a pop and a splash.")
src.reagents.reaction(get_turf(hit_atom))
if(reagents.total_volume >= 1)
visible_message("<span class='warning'>The [src] bursts!</span>","You hear a pop and a splash.")
reagents.reaction(get_turf(hit_atom))
for(var/atom/A in get_turf(hit_atom))
src.reagents.reaction(A)
src.icon_state = "burst"
reagents.reaction(A)
icon_state = "burst"
spawn(5)
if(src)
qdel(src)
@@ -141,89 +141,84 @@
attack_verb = list("attacked", "struck", "hit")
var/bullets = 5
examine(mob/user)
..(user)
if (bullets)
user << "\blue It is loaded with [bullets] foam darts!"
/obj/item/toy/crossbow/examine(mob/user)
..(user)
if (bullets)
user << "<span class='notice'>It is loaded with [bullets] foam darts!</span>"
attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/toy/ammo/crossbow))
if(bullets <= 4)
user.drop_item()
qdel(I)
bullets++
user << "\blue You load the foam dart into the crossbow."
else
usr << "\red It's already fully loaded."
/obj/item/toy/crossbow/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/toy/ammo/crossbow))
if(bullets <= 4)
user.drop_item()
qdel(I)
bullets++
user << "<span class='notice'>You load the foam dart into the crossbow.</span>"
else
usr << "<span class='warning'>It's already fully loaded.</span>"
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if(!isturf(target.loc) || target == user) return
if(flag) return
/obj/item/toy/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if(!isturf(target.loc) || target == user) return
if(flag) return
if (locate (/obj/structure/table, src.loc))
return
else if (bullets)
var/turf/trg = get_turf(target)
var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
bullets--
D.icon_state = "foamdart"
D.name = "foam dart"
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
if (locate (/obj/structure/table, src.loc))
return
else if (bullets)
var/turf/trg = get_turf(target)
var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
bullets--
D.icon_state = "foamdart"
D.name = "foam dart"
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if (D)
if(D.loc == trg) break
step_towards(D,trg)
for(var/i=0, i<6, i++)
if (D)
if(D.loc == trg) break
step_towards(D,trg)
for(var/mob/living/M in D.loc)
if(!istype(M,/mob/living)) continue
if(M == user) continue
D.visible_message("<span class='danger'>[M] was hit by the foam dart!</span>")
new /obj/item/toy/ammo/crossbow(M.loc)
qdel(D)
return
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density)
new /obj/item/toy/ammo/crossbow(A.loc)
qdel(D)
sleep(1)
spawn(10)
if(D)
new /obj/item/toy/ammo/crossbow(D.loc)
for(var/mob/living/M in D.loc)
if(!istype(M,/mob/living)) continue
if(M == user) continue
D.visible_message("<span class='danger'>[M] was hit by the foam dart!</span>")
new /obj/item/toy/ammo/crossbow(M.loc)
qdel(D)
return
return
else if (bullets == 0)
user.Weaken(5)
user.visible_message("<span class='danger'>[] realized they were out of ammo and starting scrounging for some!</span>")
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density)
new /obj/item/toy/ammo/crossbow(A.loc)
qdel(D)
sleep(1)
spawn(10)
if(D)
new /obj/item/toy/ammo/crossbow(D.loc)
qdel(D)
return
else if (bullets == 0)
user.Weaken(5)
user.visible_message("<span class='danger'>[] realized they were out of ammo and starting scrounging for some!</span>")
attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
/obj/item/toy/crossbow/attack(mob/M as mob, mob/user as mob)
add_fingerprint(user)
// ******* Check
if (src.bullets > 0 && M.lying)
for(var/mob/O in viewers(M, null))
if(O.client)
O.show_message(text("<span class='danger'><B>[] casually lines up a shot with []'s head and pulls the trigger!</B></span>", user, M), 1, "<span class='danger'>You hear the sound of foam against skull.</span>", 2)
O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
new /obj/item/toy/ammo/crossbow(M.loc)
src.bullets--
else if (M.lying && src.bullets == 0)
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("<span class='danger'><B>[] casually lines up a shot with []'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</B></span>", user, M), 1, "<span class='danger'>You hear someone fall.</span>", 2)
user.Weaken(5)
return
if (bullets > 0 && M.lying)
visible_message("<span class='danger'>[user] casually lines up a shot with [M]'s head and pulls the trigger!</span>", "<span class='danger'>You hear the sound of foam against skull.</span>")
M.visible_message("<span class='warning'>[M] was hit in the head by the foam dart!</span>")
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
new /obj/item/toy/ammo/crossbow(M.loc)
bullets--
else if (M.lying && bullets == 0)
visible_message("<span class='danger'>[user] casually lines up a shot with [M]'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</span>", "<span class='danger'>You hear someone fall.</span>")
user.Weaken(5)
return
/obj/item/toy/ammo/crossbow
name = "foam dart"
@@ -279,27 +274,27 @@
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)
active = !(active)
if (active)
user << "<span class='notice'>You extend the plastic blade with a quick flick of your wrist.</span>"
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
icon_state = "swordblue"
item_state = "swordblue"
w_class = 4
else
user << "<span class='notice'>You push the plastic blade back down into the handle.</span>"
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
icon_state = "sword0"
item_state = "sword0"
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()
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)
@@ -374,21 +369,15 @@
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)
visible_message("<span class='warning'>The [name] explodes!</span>","<span class='warning'>You hear a bang!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/*
* Snap pops
@@ -400,27 +389,27 @@
icon_state = "snappop"
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 snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/toy/snappop/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)
visible_message("<span class='warning'>The [src.name] explodes!</span>","<span class='warning'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/toy/snappop/Crossed(H as mob|obj)
if((ishuman(H))) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(M.m_intent == "run")
M << "\red You step on the snap pop!"
M << "<span class='warning'>You step on the snap pop!</span>"
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(2, 0, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
visible_message("<span class='warning'>The [name] explodes!</span>","<span class='warning'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
@@ -450,13 +439,13 @@
return
..()
/obj/random/prize
/obj/random/mech
name = "Random Mech Prize"
desc = "This is a random prize"
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
/obj/random/prize/item_to_spawn()
/obj/random/mech/item_to_spawn()
return pick(subtypesof(/obj/item/toy/prize)) //exclude the base type.
/obj/item/toy/prize/ripley
@@ -591,7 +580,7 @@ obj/item/toy/cards/deck/New()
obj/item/toy/cards/deck/attack_hand(mob/user as mob)
var/choice = null
if(cards.len == 0)
src.icon_state = "deck_[deckstyle]_empty"
icon_state = "deck_[deckstyle]_empty"
user << "<span class='notice'>There are no more cards to draw.</span>"
return
var/obj/item/toy/cards/singlecard/H = new/obj/item/toy/cards/singlecard(user.loc)
@@ -600,16 +589,16 @@ obj/item/toy/cards/deck/attack_hand(mob/user as mob)
H.parentdeck = src
var/O = src
H.apply_card_vars(H,O)
src.cards -= choice
cards -= choice
H.pickup(user)
user.put_in_active_hand(H)
src.visible_message("<span class='notice'>[user] draws a card from the deck.</span>", "<span class='notice'>You draw a card from the deck.</span>")
visible_message("<span class='notice'>[user] draws a card from the deck.</span>", "<span class='notice'>You draw a card from the deck.</span>")
if(cards.len > 26)
src.icon_state = "deck_[deckstyle]_full"
icon_state = "deck_[deckstyle]_full"
else if(cards.len > 10)
src.icon_state = "deck_[deckstyle]_half"
icon_state = "deck_[deckstyle]_half"
else if(cards.len > 1)
src.icon_state = "deck_[deckstyle]_low"
icon_state = "deck_[deckstyle]_low"
obj/item/toy/cards/deck/attack_self(mob/user as mob)
if(cooldown < world.time - 50)
@@ -625,17 +614,17 @@ obj/item/toy/cards/deck/attackby(obj/item/toy/cards/singlecard/C, mob/living/use
if(!user.unEquip(C))
user << "<span class='notice'>The card is stuck to your hand, you can't add it to the deck!</span>"
return
src.cards += C.cardname
cards += C.cardname
user.visible_message("<span class='notice'>[user] adds a card to the bottom of the deck.</span>","<span class='notice'>You add the card to the bottom of the deck.</span>")
qdel(C)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
if(cards.len > 26)
src.icon_state = "deck_[deckstyle]_full"
icon_state = "deck_[deckstyle]_full"
else if(cards.len > 10)
src.icon_state = "deck_[deckstyle]_half"
icon_state = "deck_[deckstyle]_half"
else if(cards.len > 1)
src.icon_state = "deck_[deckstyle]_low"
icon_state = "deck_[deckstyle]_low"
obj/item/toy/cards/deck/attackby(obj/item/toy/cards/cardhand/C, mob/living/user, params)
@@ -645,17 +634,17 @@ obj/item/toy/cards/deck/attackby(obj/item/toy/cards/cardhand/C, mob/living/user,
if(!user.unEquip(C))
user << "<span class='notice'>The hand of cards is stuck to your hand, you can't add it to the deck!</span>"
return
src.cards += C.currenthand
cards += C.currenthand
user.visible_message("<span class='notice'>[user] puts their hand of cards in the deck.</span>", "<span class='notice'>You put the hand of cards in the deck.</span>")
qdel(C)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
if(cards.len > 26)
src.icon_state = "deck_[deckstyle]_full"
icon_state = "deck_[deckstyle]_full"
else if(cards.len > 10)
src.icon_state = "deck_[deckstyle]_half"
icon_state = "deck_[deckstyle]_half"
else if(cards.len > 1)
src.icon_state = "deck_[deckstyle]_low"
icon_state = "deck_[deckstyle]_low"
obj/item/toy/cards/deck/MouseDrop(atom/over_object)
var/mob/M = usr
@@ -718,7 +707,7 @@ obj/item/toy/cards/cardhand/Topic(href, href_list)
if (cardUser.get_item_by_slot(slot_l_hand) == src || cardUser.get_item_by_slot(slot_r_hand) == src)
var/choice = href_list["pick"]
var/obj/item/toy/cards/singlecard/C = new/obj/item/toy/cards/singlecard(cardUser.loc)
src.currenthand -= choice
currenthand -= choice
C.parentdeck = src.parentdeck
C.cardname = choice
C.apply_card_vars(C,O)
@@ -727,13 +716,13 @@ obj/item/toy/cards/cardhand/Topic(href, href_list)
cardUser.visible_message("<span class='notice'>[cardUser] draws a card from \his hand.</span>", "<span class='notice'>You take the [C.cardname] from your hand.</span>")
interact(cardUser)
if(src.currenthand.len < 3)
src.icon_state = "[deckstyle]_hand2"
if(currenthand.len < 3)
icon_state = "[deckstyle]_hand2"
else if(src.currenthand.len < 4)
src.icon_state = "[deckstyle]_hand3"
icon_state = "[deckstyle]_hand3"
else if(src.currenthand.len < 5)
src.icon_state = "[deckstyle]_hand4"
if(src.currenthand.len == 1)
icon_state = "[deckstyle]_hand4"
if(currenthand.len == 1)
var/obj/item/toy/cards/singlecard/N = new/obj/item/toy/cards/singlecard(src.loc)
N.parentdeck = src.parentdeck
N.cardname = src.currenthand[1]
@@ -748,17 +737,17 @@ obj/item/toy/cards/cardhand/Topic(href, href_list)
obj/item/toy/cards/cardhand/attackby(obj/item/toy/cards/singlecard/C, mob/living/user, params)
if(istype(C))
if(C.parentdeck == src.parentdeck)
src.currenthand += C.cardname
if(C.parentdeck == parentdeck)
currenthand += C.cardname
user.unEquip(C)
user.visible_message("<span class='notice'>[user] adds a card to their hand.</span>", "<span class='notice'>You add the [C.cardname] to your hand.</span>")
interact(user)
if(currenthand.len > 4)
src.icon_state = "[deckstyle]_hand5"
icon_state = "[deckstyle]_hand5"
else if(currenthand.len > 3)
src.icon_state = "[deckstyle]_hand4"
icon_state = "[deckstyle]_hand4"
else if(currenthand.len > 2)
src.icon_state = "[deckstyle]_hand3"
icon_state = "[deckstyle]_hand3"
qdel(C)
else
user << "<span class='notice'>You can't mix cards from other decks.</span>"
@@ -803,33 +792,33 @@ obj/item/toy/cards/singlecard/verb/Flip()
if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
return
if(!flipped)
src.flipped = 1
flipped = 1
if (cardname)
src.icon_state = "sc_[cardname]_[deckstyle]"
src.name = src.cardname
icon_state = "sc_[cardname]_[deckstyle]"
name = cardname
else
src.icon_state = "sc_Ace of Spades_[deckstyle]"
src.name = "What Card"
src.pixel_x = 5
icon_state = "sc_Ace of Spades_[deckstyle]"
name = "What Card"
pixel_x = 5
else if(flipped)
src.flipped = 0
src.icon_state = "singlecard_down_[deckstyle]"
src.name = "card"
src.pixel_x = -5
flipped = 0
icon_state = "singlecard_down_[deckstyle]"
name = "card"
pixel_x = -5
obj/item/toy/cards/singlecard/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/cards/singlecard/))
var/obj/item/toy/cards/singlecard/C = I
if(C.parentdeck == src.parentdeck)
if(C.parentdeck == parentdeck)
var/obj/item/toy/cards/cardhand/H = new/obj/item/toy/cards/cardhand(user.loc)
H.currenthand += C.cardname
H.currenthand += src.cardname
H.currenthand += cardname
H.parentdeck = C.parentdeck
H.apply_card_vars(H,C)
user.unEquip(C)
H.pickup(user)
user.put_in_active_hand(H)
user << "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>"
user << "<span class='notice'>You combine the [C.cardname] and the [cardname] into a hand.</span>"
qdel(C)
qdel(src)
else
@@ -923,54 +912,58 @@ obj/item/toy/cards/deck/syndicate/black
var/timeleft = (cooldown - world.time)
user << "<span class='alert'>Nothing happens, and '</span>[round(timeleft/10)]<span class='alert'>' appears on a small display.</span>"
/obj/item/toy/therapy_red
name = "red therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is red."
icon = 'icons/obj/weapons.dmi'
/obj/item/toy/therapy
name = "therapy doll"
desc = "A toy for therapeutic and recreational purposes."
icon_state = "therapyred"
item_state = "egg4"
w_class = 1
var/cooldown = 0
/obj/item/toy/therapy/New()
if(item_color)
name = "[item_color] therapy doll"
desc += " This one is [item_color]."
icon_state = "therapy[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_state = "egg4" // It's the red egg in items_left/righthand
w_class = 1
item_color = "red"
/obj/item/toy/therapy_purple
name = "purple therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is purple."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapypurple"
/obj/item/toy/therapy/purple
item_state = "egg1" // It's the magenta egg in items_left/righthand
w_class = 1
item_color = "purple"
/obj/item/toy/therapy_blue
name = "blue therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is blue."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyblue"
/obj/item/toy/therapy/blue
item_state = "egg2" // It's the blue egg in items_left/righthand
w_class = 1
item_color = "blue"
/obj/item/toy/therapy_yellow
name = "yellow therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is yellow."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyyellow"
/obj/item/toy/therapy/yellow
item_state = "egg5" // It's the yellow egg in items_left/righthand
w_class = 1
item_color = "yellow"
/obj/item/toy/therapy_orange
name = "orange therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is orange."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapyorange"
/obj/item/toy/therapy/orange
item_state = "egg4" // It's the red one again, lacking an orange item_state and making a new one is pointless
w_class = 1
item_color = "orange"
/obj/item/toy/therapy_green
name = "green therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is green."
icon = 'icons/obj/weapons.dmi'
icon_state = "therapygreen"
/obj/item/toy/therapy/green
item_state = "egg3" // It's the green egg in items_left/righthand
w_class = 1
item_color = "green"
/obj/item/weapon/toddler
icon_state = "toddler"
@@ -1264,7 +1257,7 @@ obj/item/toy/cards/deck/syndicate/black
var/message = generate_ion_law()
user << "<span class='notice'>You press the button on [src].</span>"
playsound(user, 'sound/machines/click.ogg', 20, 1)
src.loc.visible_message("<span class='danger'>\icon[src] [message]</span>")
visible_message("<span class='danger'>\icon[src] [message]</span>")
cooldown = 1
spawn(30) cooldown = 0
return
@@ -1283,7 +1276,7 @@ obj/item/toy/cards/deck/syndicate/black
var/message = pick("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
user << "<span class='notice'>You pull the string on the [src].</span>"
playsound(user, 'sound/misc/hoot.ogg', 25, 1)
src.loc.visible_message("<span class='danger'>\icon[src] [message]</span>")
visible_message("<span class='danger'>\icon[src] [message]</span>")
cooldown = 1
spawn(30) cooldown = 0
return
@@ -1302,7 +1295,7 @@ obj/item/toy/cards/deck/syndicate/black
var/message = pick("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
user << "<span class='notice'>You pull the string on the [src].</span>"
playsound(user, 'sound/misc/caw.ogg', 25, 1)
src.loc.visible_message("<span class='danger'>\icon[src] [message]</span>")
visible_message("<span class='danger'>\icon[src] [message]</span>")
cooldown = 1
spawn(30) cooldown = 0
return
@@ -1534,13 +1527,6 @@ obj/item/toy/cards/deck/syndicate/black
else
icon_state = "chainsaw0"
/obj/item/weapon/twohanded/toy/chainsaw/attack(mob/target as mob, mob/living/user as mob)
if(wielded)
playsound(loc, 'sound/weapons/chainsaw.ogg', 100, 1, -1)
else
playsound(loc, "swing_hit", 50, 1, -1)
..()
/*
* Action Figures
*/
@@ -83,7 +83,7 @@
/obj/item/toy/crossbow,
/obj/item/weapon/gun/projectile/revolver/capgun,
/obj/item/toy/katana,
/obj/random/prize,
/obj/random/mech,
/obj/item/toy/spinningtoy,
/obj/item/toy/sword,
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus,
@@ -673,4 +673,15 @@
new /obj/item/weapon/lipstick/black(src)
new /obj/item/weapon/lipstick/green(src)
new /obj/item/weapon/lipstick/blue(src)
new /obj/item/weapon/lipstick/white(src)
new /obj/item/weapon/lipstick/white(src)
/obj/item/weapon/storage/box/foam_darts
name = "Foam Dart Pack"
desc = "Extra ammo for foam dart launchers. Contains 10 darts."
storage_slots = 10
max_combined_w_class = 10
/obj/item/weapon/storage/box/foam_darts/New()
..()
for(var/i=1; i <= storage_slots; i++)
new /obj/item/toy/ammo/crossbow(src)
@@ -1,7 +1,8 @@
/obj/item/weapon/storage/wallet
name = "wallet"
desc = "It can hold a few small and personal things."
name = "leather wallet"
desc = "Made from genuine leather, it is of the highest quality."
storage_slots = 10
icon = 'icons/obj/wallets.dmi'
icon_state = "wallet"
w_class = 2
can_hold = list(
@@ -94,4 +95,62 @@
if(item2_type)
new item2_type(src)
if(item3_type)
new item3_type(src)
new item3_type(src)
//////////////////////////////////////
// Color Wallets //
//////////////////////////////////////
/obj/item/weapon/storage/wallet/color
name = "cheap wallet"
desc = "A cheap wallet from the arcade."
storage_slots = 5 //smaller storage than normal wallets
/obj/item/weapon/storage/wallet/color/New()
..()
if(!item_color)
var/color_wallet = pick(subtypesof(/obj/item/weapon/storage/wallet/color))
new color_wallet(src.loc)
qdel(src)
return
UpdateDesc()
/obj/item/weapon/storage/wallet/color/proc/UpdateDesc()
name = "cheap [item_color] wallet"
desc = "A cheap, [item_color] wallet from the arcade."
icon_state = "[item_color]_wallet"
/obj/item/weapon/storage/wallet/color/update_icon()
if(front_id)
switch(front_id.icon_state)
if("id")
icon_state = "[item_color]_walletid"
return
if("silver")
icon_state = "[item_color]_walletid_silver"
return
if("gold")
icon_state = "[item_color]_walletid_gold"
return
if("centcom")
icon_state = "[item_color]_walletid_centcom"
return
icon_state = "[item_color]_wallet"
/obj/item/weapon/storage/wallet/color/blue
item_color = "blue"
/obj/item/weapon/storage/wallet/color/red
item_color = "red"
/obj/item/weapon/storage/wallet/color/yellow
item_color = "yellow"
/obj/item/weapon/storage/wallet/color/green
item_color = "green"
/obj/item/weapon/storage/wallet/color/pink
item_color = "pink"
/obj/item/weapon/storage/waller/color/brown
item_color = "brown"
@@ -89,4 +89,70 @@
victim.apply_effect(6, STUTTER, 0)
victim.take_organ_damage(10)
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/stool/bed/chair/wheelchair/bike
name = "bicycle"
desc = "Two wheels of FURY!"
//placeholder until i get a bike sprite
icon = 'icons/vehicles/motorcycle.dmi'
icon_state = "motorcycle_4dir"
/obj/structure/stool/bed/chair/wheelchair/bike/relaymove(mob/user, direction)
if(propelled)
return 0
if(!Process_Spacemove(direction) || !has_gravity(src.loc) || !isturf(loc)) //bikes in space.
return 0
if(world.time < move_delay)
return
var/calculated_move_delay
calculated_move_delay = 0 //bikes are infact sport bikes
if(buckled_mob)
if(buckled_mob.incapacitated())
unbuckle_mob() //if the rider is incapacitated, unbuckle them (they can't balance so they fall off)
return 0
var/mob/living/thedriver = user
var/mob_delay = thedriver.movement_delay()
if(mob_delay > 0)
calculated_move_delay += mob_delay
if(ishuman(buckled_mob))
var/mob/living/carbon/human/driver = user
var/obj/item/organ/external/l_hand = driver.get_organ("l_hand")
var/obj/item/organ/external/r_hand = driver.get_organ("r_hand")
if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED)))
calculated_move_delay += 0.5 //I can ride my bike with no handlebars... (but it's slower)
for(var/organ_name in list("l_leg","r_leg","l_foot","r_foot"))
var/obj/item/organ/external/E = driver.get_organ(organ_name)
if(!E || (E.status & ORGAN_DESTROYED))
return 0 //Bikes need both feet/legs to work. missing even one makes it so you can't ride the bike
else if(E.status & ORGAN_SPLINTED)
calculated_move_delay += 0.5
else if(E.status & ORGAN_BROKEN)
calculated_move_delay += 1.5
move_delay = world.time
move_delay += calculated_move_delay
if(!buckled_mob.Move(get_step(buckled_mob, direction), direction))
loc = buckled_mob.loc //we gotta go back
last_move = buckled_mob.last_move
inertia_dir = last_move
buckled_mob.inertia_dir = last_move
. = 0
else
. = 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