var/turf/T /obj/item/weapon/grenade/bananade name = "bananade" desc = "A yellow grenade." w_class = 2 icon = 'icons/obj/grenade.dmi' icon_state = "banana" item_state = "flashbang" var/deliveryamt = 8 var/spawner_type = /obj/item/weapon/grown/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/C in viewers(T, null)) C.flash_eyes() 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/grown/bananapeel)) if(fillamt < 9) to_chat(usr, "You add another banana peel to the assembly.") fillamt += 1 qdel(I) else to_chat(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 to_chat(user, "You lock the assembly shut, readying it for HONK.") qdel(src) else to_chat(usr, "You need to add banana peels before you can ready the grenade!.") else to_chat(usr, "Only banana peels fit in this assembly, up to 9.")