mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-29 19:52:12 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
321 lines
9.0 KiB
Plaintext
321 lines
9.0 KiB
Plaintext
/obj/item/toy
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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force = 0
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/obj/item/toy/syndicateballoon
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name = "syndicate balloon"
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desc = "There is a tag on the back that reads \"FUK NT!11!\"."
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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force = 0
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icon = 'weapons.dmi'
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icon_state = "syndballoon"
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item_state = "syndballoon"
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w_class = 4.0
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/obj/item/toy/blink
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name = "electronic blink toy game"
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desc = "Blink. Blink. Blink. Ages 8 and up."
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icon = 'radio.dmi'
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icon_state = "beacon"
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item_state = "signaler"
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/obj/item/toy/spinningtoy
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name = "Gravitational Singularity"
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desc = "\"Singulo\" brand spinning toy."
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icon = 'singularity.dmi'
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icon_state = "singularity_s1"
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/obj/item/toy/ammo/gun
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name = "ammo-caps"
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desc = "There are 7 caps left! Make sure to recyle the box in an autolathe when it gets empty."
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icon = 'ammo.dmi'
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icon_state = "357-7"
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flags = FPRINT | TABLEPASS| CONDUCT
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w_class = 1.0
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g_amt = 10
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m_amt = 10
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var/amount_left = 7.0
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update_icon()
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src.icon_state = text("357-[]", src.amount_left)
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src.desc = text("There are [] caps\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
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return
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/obj/item/toy/ammo/crossbow
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name = "foam dart"
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desc = "Its nerf or nothing! Ages 8 and up."
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icon = 'toy.dmi'
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icon_state = "foamdart"
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flags = FPRINT | TABLEPASS
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w_class = 1.0
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/obj/effect/foam_dart_dummy
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name = ""
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desc = ""
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icon = 'toy.dmi'
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icon_state = "null"
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anchored = 1
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density = 0
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/obj/item/toy/gun
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name = "cap gun"
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desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
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icon = 'gun.dmi'
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icon_state = "revolver"
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item_state = "gun"
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
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w_class = 3.0
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g_amt = 10
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m_amt = 10
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var/bullets = 7.0
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examine()
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set src in usr
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src.desc = text("There are [] caps\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
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..()
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return
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attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
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if (istype(A, /obj/item/toy/ammo/gun))
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if (src.bullets >= 7)
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user << "\blue It's already fully loaded!"
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return 1
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if (A.amount_left <= 0)
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user << "\red There is no more caps!"
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return 1
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if (A.amount_left < (7 - src.bullets))
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src.bullets += A.amount_left
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user << text("\red You reload [] caps\s!", A.amount_left)
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A.amount_left = 0
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else
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user << text("\red You reload [] caps\s!", 7 - src.bullets)
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A.amount_left -= 7 - src.bullets
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src.bullets = 7
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A.update_icon()
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return 1
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return
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
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if (flag)
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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src.add_fingerprint(user)
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if (src.bullets < 1)
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user.show_message("\red *click* *click*", 2)
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return
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playsound(user, 'Gunshot.ogg', 100, 1)
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src.bullets--
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\red <B>[] fires a cap gun at []!</B>", user, target), 1, "\red You hear a gunshot", 2)
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/obj/item/toy/sword
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name = "toy sword"
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desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up."
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icon = 'weapons.dmi'
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icon_state = "sword0"
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item_state = "sword0"
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var/active = 0.0
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w_class = 2.0
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flags = FPRINT | TABLEPASS | NOSHIELD
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attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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user << "\blue You extend the plastic blade with a quick flick of your wrist."
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playsound(user, 'saberon.ogg', 50, 1)
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src.icon_state = "swordblue"
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src.item_state = "swordblue"
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src.w_class = 4
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else
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user << "\blue You push the plastic blade back down into the handle."
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playsound(user, 'saberoff.ogg', 50, 1)
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src.icon_state = "sword0"
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src.item_state = "sword0"
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src.w_class = 2
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src.add_fingerprint(user)
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return
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/obj/item/toy/crossbow
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name = "foam dart crossbow"
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desc = "A weapon favored by many overactive children. Ages 8 and up."
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icon = 'gun.dmi'
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icon_state = "crossbow"
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item_state = "crossbow"
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flags = FPRINT | TABLEPASS | USEDELAY
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w_class = 2.0
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var/bullets = 5
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examine()
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set src in view(2)
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..()
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if (bullets)
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usr << "\blue It is loaded with [bullets] foam darts!"
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attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/toy/ammo/crossbow))
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if(bullets <= 4)
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user.drop_item()
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del(I)
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bullets++
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user << "\blue You load the foam dart into the crossbow."
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else
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usr << "\red It's already fully loaded."
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
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if(!isturf(target.loc) || target == user) return
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if(flag) return
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if (locate (/obj/structure/table, src.loc))
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return
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else if (bullets)
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var/turf/trg = get_turf(target)
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var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
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bullets--
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D.icon_state = "foamdart"
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D.name = "foam dart"
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playsound(user.loc, 'syringeproj.ogg', 50, 1)
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for(var/i=0, i<6, i++)
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if (D)
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if(D.loc == trg) break
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step_towards(D,trg)
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for(var/mob/living/M in D.loc)
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if(!istype(M,/mob/living)) continue
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if(M == user) continue
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for(var/mob/O in viewers(world.view, D))
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O.show_message(text("\red [] was hit by the foam dart!", M), 1)
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new /obj/item/toy/ammo/crossbow(M.loc)
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del(D)
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return
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for(var/atom/A in D.loc)
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if(A == user) continue
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if(A.density)
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new /obj/item/toy/ammo/crossbow(A.loc)
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del(D)
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sleep(1)
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spawn(10)
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if(D)
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new /obj/item/toy/ammo/crossbow(D.loc)
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del(D)
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return
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else if (bullets == 0)
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user.weakened += 5
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for(var/mob/O in viewers(world.view, user))
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O.show_message(text("\red [] realized they were out of ammo and starting scrounging for some!", user), 1)
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attack(mob/M as mob, mob/user as mob)
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src.add_fingerprint(user)
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// ******* Check
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if (src.bullets > 0 && M.lying)
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for(var/mob/O in viewers(M, null))
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if(O.client)
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O.show_message(text("\red <B>[] casually lines up a shot with []'s head and pulls the trigger!</B>", user, M), 1, "\red You hear the sound of foam against skull", 2)
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O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
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playsound(user.loc, 'syringeproj.ogg', 50, 1)
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new /obj/item/toy/ammo/crossbow(M.loc)
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src.bullets--
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else if (M.lying && src.bullets == 0)
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for(var/mob/O in viewers(M, null))
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if (O.client) O.show_message(text("\red <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>", user, M), 1, "\red You hear someone fall", 2)
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user.weakened += 5
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return
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/obj/item/toy/crayonbox
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name = "box of crayons"
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desc = "A box of crayons for all your rune drawing needs."
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icon = 'crayons.dmi'
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icon_state = "crayonbox"
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w_class = 2.0
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/obj/item/toy/crayon
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name = "crayon"
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desc = "A colourful crayon. Looks tasty. Mmmm..."
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icon = 'crayons.dmi'
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icon_state = "crayonred"
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w_class = 1.0
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var/colour = "#FF0000" //RGB
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var/shadeColour = "#220000" //RGB
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var/uses = 30 //0 for unlimited uses
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var/instant = 0
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var/colourName = "red" //for updateIcon purposes
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/obj/item/toy/snappop
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name = "snap pop"
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desc = "Wow!"
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icon = 'toy.dmi'
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icon_state = "snappop"
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throw_impact(atom/hit_atom)
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..()
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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new /obj/effect/decal/ash(src.loc)
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src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
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playsound(src, 'snap.ogg', 50, 1)
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del(src)
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/obj/item/toy/snappop/HasEntered(H as mob|obj)
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if((ishuman(H))) //i guess carp and shit shouldn't set them off
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var/mob/living/carbon/M = H
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if(M.m_intent == "run")
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M << "\red You step on the snap pop!"
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(2, 0, src)
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s.start()
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new /obj/effect/decal/ash(src.loc)
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src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
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playsound(src, 'snap.ogg', 50, 1)
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del(src)
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/obj/item/toy/snappopbox
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name = "snap pop box"
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desc = "Eight wrappers of fun! Ages 8 and up. Not suitable for children."
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icon = 'toy.dmi'
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icon_state = "spbox"
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var/amount = 8
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attack_hand(mob/user as mob, unused, flag)
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add_fingerprint(user)
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if(user.r_hand == src || user.l_hand == src)
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if(amount)
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var/obj/item/toy/snappop/M = new /obj/item/toy/snappop(src)
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if (user.hand)
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user.l_hand = M
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else
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user.r_hand = M
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M.loc = user
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M.layer = 20
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user.update_clothing()
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user << "You take a snap pop out of the box."
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amount--
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else
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user << "There are no snap pops left in the box."
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else
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..()
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return
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attack_paw(mob/user as mob)
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return attack_hand(user) |