mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-02 13:42:32 +00:00
All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
221 lines
7.7 KiB
Plaintext
221 lines
7.7 KiB
Plaintext
/*
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CONTAINS:
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RSF
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*/
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/obj/item/weapon/rsf/New()
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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/obj/item/weapon/rsf/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/weapon/rcd_ammo))
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if ((matter + 10) > 30)
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user << "The RSF cant hold any more matter."
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return
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del(W)
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matter += 10
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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/obj/item/weapon/rsf/attack_self(mob/user as mob)
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playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
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if (mode == 1)
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mode = 2
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user << "Changed dispensing mode to 'Drinking Glass'"
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return
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if (mode == 2)
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mode = 3
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user << "Changed dispensing mode to 'Paper'"
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return
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if (mode == 3)
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mode = 4
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user << "Changed dispensing mode to 'Pen'"
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return
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if (mode == 4)
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mode = 5
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user << "Changed dispensing mode to 'Dice Pack'"
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return
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if (mode == 5)
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mode = 6
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user << "Changed dispensing mode to 'Cigarette'"
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return
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if (mode == 6)
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mode = 1
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user << "Changed dispensing mode to 'Dosh'"
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return
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// Change mode
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/obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob)
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if (!(istype(A, /obj/structure/table) || istype(A, /turf/simulated/floor)))
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return
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if (istype(A, /obj/structure/table) && mode == 1)
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if (istype(A, /obj/structure/table) && matter >= 1)
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user << "Dispensing Dosh..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/spacecash/c10( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 1)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Dosh..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/spacecash/c10( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/structure/table) && mode == 2)
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if (istype(A, /obj/structure/table) && matter >= 1)
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user << "Dispensing Drinking Glass..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 2)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Drinking Glass..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/structure/table) && mode == 3)
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if (istype(A, /obj/structure/table) && matter >= 1)
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user << "Dispensing Paper Sheet..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/paper( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 3)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Paper Sheet..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/paper( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/structure/table) && mode == 4)
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if (istype(A, /obj/structure/table) && matter >= 1)
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user << "Dispensing Pen..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/pen( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 4)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Pen..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/pen( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/structure/table) && mode == 5)
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if (istype(A, /obj/structure/table) && matter >= 1)
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user << "Dispensing Dice Pack..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/storage/dice( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 5)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Dice Pack..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/weapon/storage/dice( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/structure/table) && mode == 6)
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if (istype(A, /obj/structure/table) && matter >= 1)
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user << "Dispensing Cigarette..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/clothing/mask/cigarette( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 6)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Cigarette..."
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playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
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new /obj/item/clothing/mask/cigarette( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return |