Files
Paradise/code/game/objects/items/weapons/implants/implantfreedom.dm

61 lines
2.1 KiB
Plaintext

/obj/item/weapon/implant/freedom
name = "freedom"
desc = "Use this to escape from those evil Red Shirts."
color = "r"
var
activation_emote = "chuckle"
uses = 1.0
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
src.uses = rand(1, 5)
..()
return
trigger(emote, mob/source as mob)
if (src.uses < 1) return 0
if (emote == src.activation_emote)
src.uses--
source << "You feel a faint click."
if (source.handcuffed)
var/obj/item/weapon/W = source.handcuffed
source.handcuffed = null
if (source.client)
source.client.screen -= W
if (W)
W.loc = source.loc
dropped(source)
if (W)
W.layer = initial(W.layer)
source.update_clothing()
return
implanted(mob/source as mob)
activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
return
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Freedom Beacon<BR>
<b>Life:</b> optimum 5 uses<BR>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
mechanisms<BR>
<b>Special Features:</b><BR>
<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<BR>
<b>Integrity:</b> The battery is extremely weak and commonly after injection its
life can drive down to only 1 use.<HR>
No Implant Specifics"}
return dat