var/turf/T /obj/item/weapon/grenade/bananade name = "bananade" desc = "A yellow grenade." w_class = 2.0 icon = 'icons/obj/grenade.dmi' icon_state = "banana" item_state = "flashbang" icon_override = 'icons/mob/in-hand/tools.dmi' var/deliveryamt = 8 var/spawner_type = /obj/item/weapon/bananapeel /obj/item/weapon/grenade/bananade/prime() if(spawner_type && deliveryamt) // Make a quick flash var/turf/T = get_turf(src) playsound(T, 'sound/items/bikehorn.ogg', 100, 1) for(var/mob/living/carbon/human/M in viewers(T, null)) if(M:eyecheck() <= 0) flick("e_flash", M.flash) // flash dose faggots for(var/i=1, i<=deliveryamt, i++) var/atom/movable/x = new spawner_type x.loc = T if(prob(50)) for(var/j = 1, j <= rand(1, 3), j++) step(x, pick(NORTH,SOUTH,EAST,WEST)) qdel(src) return /obj/item/weapon/grenade/bananade/casing name = "bananium casing" desc = "A grenade casing made of bananium." icon_state = "banana_casing" var/fillamt = 0 /obj/item/weapon/grenade/bananade/casing/attackby(var/obj/item/I, mob/user as mob, params) if(istype(I, /obj/item/weapon/bananapeel)) if(fillamt < 9) usr << "You add another banana peel to the assembly." fillamt += 1 qdel(I) else usr << "The bananade is full, screwdriver it shut to lock it down." if(istype(I, /obj/item/weapon/screwdriver)) if(fillamt) var/obj/item/weapon/grenade/bananade/G = new /obj/item/weapon/grenade/bananade user.unEquip(src) user.put_in_hands(G) G.deliveryamt = src.fillamt user << "You lock the assembly shut, readying it for HONK." qdel(src) else usr << "You need to add banana peels before you can ready the grenade!." else usr << "Only banana peels fit in this assembly, up to 9."