/*****************************Coin********************************/ /obj/item/weapon/coin icon = 'icons/obj/items.dmi' name = "Coin" icon_state = "coin" flags = FPRINT | TABLEPASS| CONDUCT force = 0.0 throwforce = 0.0 w_class = 1.0 var/string_attached var/material="iron" // Ore ID, used with coinbags. var/credits = 0 // How many credits is this coin worth? /obj/item/weapon/coin/New() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/weapon/coin/gold name = "Gold coin" icon_state = "coin_gold" credits = 10 /obj/item/weapon/coin/silver name = "Silver coin" icon_state = "coin_silver" credits = 5 /obj/item/weapon/coin/diamond name = "Diamond coin" icon_state = "coin_diamond" credits = 25 /obj/item/weapon/coin/iron name = "Iron coin" icon_state = "coin_iron" credits = 1 /obj/item/weapon/coin/plasma name = "Solid plasma coin" icon_state = "coin_plasma" credits = 5 /obj/item/weapon/coin/uranium name = "Uranium coin" icon_state = "coin_uranium" credits = 25 /obj/item/weapon/coin/clown name = "Bananaium coin" icon_state = "coin_clown" credits = 1000 /obj/item/weapon/coin/platinum name = "platinum coin" icon_state = "coin_adamantine" /obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/stack/cable_coil) ) var/obj/item/stack/cable_coil/CC = W if(string_attached) user << "\blue There already is a string attached to this coin." return if(CC.amount <= 0) user << "\blue This cable coil appears to be empty." del(CC) return overlays += image('icons/obj/items.dmi',"coin_string_overlay") string_attached = 1 user << "\blue You attach a string to the coin." CC.use(1) else if(istype(W,/obj/item/weapon/wirecutters) ) if(!string_attached) ..() return var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc) CC.amount = 1 // CC.updateicon() overlays = list() string_attached = null user << "\blue You detach the string from the coin." else ..()