Files
Polaris/code/defines/obj/toy.dm
noisomehollow@lycos.com d7c5301c16 Cleaned up wizard spells so that sound and clothing checks are their owns procs.
Fake wizard costume is now able to cast spells like the other two. Wizards still start out with the updated suit.
Fixed toy swords not having their icons set properly.
Updated the tactical turtleneck sprite, the old one is available as a toy.
Updated soviet uniform.
Modified swat shoes to be darker.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@590 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-11 22:44:24 +00:00

214 lines
6.0 KiB
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/obj/item/toy
throwforce = 0
throw_speed = 4
throw_range = 20
force = 0
obj/item/toy/blink
name = "electronic blink toy game"
desc = "Blink. Blink. Blink. Ages 8 and up."
icon = 'device.dmi'
icon_state = "beacon"
item_state = "signaler"
/obj/item/toy/ammo/gun
name = "ammo-caps"
desc = "There are 7 caps left!"
icon = 'toy.dmi'
icon_state = "caps-7"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 1.0
var/amount_left = 7.0
proc
update_icon()
src.icon_state = text("357-[]", src.amount_left)
src.desc = text("There are [] caps\s left!", src.amount_left)
return
/obj/item/toy/ammo/crossbow
name = "foam dart"
desc = "Its nerf or nothing! Ages 8 and up."
icon = 'toy.dmi'
icon_state = "foamdart"
flags = FPRINT | TABLEPASS
w_class = 1.0
/obj/foam_dart_dummy
name = ""
desc = ""
icon = 'toy.dmi'
icon_state = "null"
anchored = 1
density = 0
/obj/item/toy/gun
name = "cap gun"
desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up."
icon = 'toy.dmi'
icon_state = "capgun"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
w_class = 3.0
var/bullets = 7.0
examine()
set src in usr
src.desc = text("There are [] caps\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
..()
return
attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
if (istype(A, /obj/item/toy/ammo/gun))
if (src.bullets >= 7)
user << "\blue It's already fully loaded!"
return 1
if (A.amount_left <= 0)
user << "\red There is no more caps!"
return 1
if (A.amount_left < (7 - src.bullets))
src.bullets += A.amount_left
user << text("\red You reload [] caps\s!", A.amount_left)
A.amount_left = 0
else
user << text("\red You reload [] caps\s!", 7 - src.bullets)
A.amount_left -= 7 - src.bullets
src.bullets = 7
A.update_icon()
return 1
return
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if (flag)
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
src.add_fingerprint(user)
if (src.bullets < 1)
user.show_message("\red *click* *click*", 2)
return
playsound(user, 'Gunshot.ogg', 100, 1)
src.bullets--
for(var/mob/O in viewers(user, null))
O.show_message(text("\red <B>[] fires a cap gun at []!</B>", user, target), 1, "\red You hear a gunshot", 2)
/obj/item/toy/sword
name = "toy sword"
desc = "A cheap, plastic replica of an energy sword. Ages 8 and up."
icon = 'toy.dmi'
icon_state = "toysword0"
item_state = "toysword0"
var/active = 0.0
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue You extend the plastic blade with a quick flick of your wrist."
src.icon_state = "toysword1"
src.item_state = "toysword1"
src.w_class = 4
else
user << "\blue You push the plastic blade back down into the handle."
src.icon_state = "toysword0"
src.item_state = "toysword0"
src.w_class = 2
src.add_fingerprint(user)
return
/obj/item/toy/crossbow
name = "foam dart crossbow"
desc = "A weapon favored by many overactive children. Ages 8 and up."
icon = 'toy.dmi'
icon_state = "foamcrossbow"
item_state = "foamcrossbow"
flags = FPRINT | TABLEPASS | USEDELAY
w_class = 2.0
var/bullets = 5
examine()
set src in view(2)
..()
if (bullets)
usr << "\blue It is loaded with [bullets] foam darts!"
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/toy/ammo/crossbow))
if(bullets <= 4)
user.drop_item()
del(I)
bullets++
user << "\blue You load the foam dart into the crossbow."
else
usr << "\red It's already fully loaded."
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if(!isturf(target.loc) || target == user) return
if(flag) return
if (locate (/obj/table, src.loc))
return
else if (bullets)
var/turf/trg = get_turf(target)
var/obj/foam_dart_dummy/D = new/obj/foam_dart_dummy(get_turf(src))
bullets--
D.icon_state = "foamdart"
D.name = "foam dart"
playsound(user.loc, 'syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if(D.loc == trg) break
step_towards(D,trg)
for(var/mob/living/M in D.loc)
if(!istype(M,/mob/living)) continue
if(M == user) continue
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] was hit by the foam dart!", M), 1)
new /obj/item/toy/ammo/crossbow(M.loc)
del(D)
return
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density)
new /obj/item/toy/ammo/crossbow(A.loc)
del(D)
sleep(1)
spawn(10)
new /obj/item/toy/ammo/crossbow(D.loc)
del(D)
return
else if (bullets == 0)
user.weakened += 5
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] realized they were out of ammo and starting scrounging for some!", user), 1)
attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
// ******* Check
if (src.bullets > 0 && M.lying)
for(var/mob/O in viewers(M, null))
if(O.client)
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)
O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
playsound(user.loc, 'syringeproj.ogg', 50, 1)
new /obj/item/toy/ammo/crossbow(M.loc)
src.bullets--
else if (M.lying && src.bullets == 0)
for(var/mob/O in viewers(M, null))
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)
user.weakened += 5
return