/* Toys! * Contains: * Balloons * Fake telebeacon * Fake singularity * Toy gun * Toy crossbow * Toy swords * Toy bosun's whistle * Toy mechs * Snap pops * Water flower * Therapy dolls * Toddler doll * Inflatable duck * Action figures * Plushies * Toy cult sword */ /obj/item/toy throwforce = 0 throw_speed = 4 throw_range = 20 force = 0 /* * Balloons */ /obj/item/toy/balloon name = "water balloon" desc = "A translucent balloon. There's nothing in it." icon = 'icons/obj/toy.dmi' icon_state = "waterballoon-e" item_state = "balloon-empty" /obj/item/toy/balloon/New() var/datum/reagents/R = new/datum/reagents(10) reagents = R R.my_atom = src /obj/item/toy/balloon/attack(mob/living/carbon/human/M as mob, mob/user as mob) return /obj/item/toy/balloon/afterattack(atom/A as mob|obj, mob/user as mob, proximity) if(!proximity) return if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1) A.reagents.trans_to_obj(src, 10) user << "You fill the balloon with the contents of [A]." src.desc = "A translucent balloon with some form of liquid sloshing around in it." src.update_icon() return /obj/item/toy/balloon/attackby(obj/O as obj, mob/user as mob) if(istype(O, /obj/item/weapon/reagent_containers/glass)) if(O.reagents) if(O.reagents.total_volume < 1) user << "The [O] is empty." else if(O.reagents.total_volume >= 1) if(O.reagents.has_reagent("pacid", 1)) user << "The acid chews through the balloon!" O.reagents.splash(user, reagents.total_volume) qdel(src) else src.desc = "A translucent balloon with some form of liquid sloshing around in it." user << "You fill the balloon with the contents of [O]." O.reagents.trans_to_obj(src, 10) src.update_icon() return /obj/item/toy/balloon/throw_impact(atom/hit_atom) if(src.reagents.total_volume >= 1) src.visible_message("\The [src] bursts!","You hear a pop and a splash.") src.reagents.touch_turf(get_turf(hit_atom)) for(var/atom/A in get_turf(hit_atom)) src.reagents.touch(A) src.icon_state = "burst" spawn(5) if(src) qdel(src) return /obj/item/toy/balloon/update_icon() if(src.reagents.total_volume >= 1) icon_state = "waterballoon" item_state = "balloon" else icon_state = "waterballoon-e" item_state = "balloon-empty" /obj/item/toy/syndicateballoon name = "criminal balloon" desc = "There is a tag on the back that reads \"FUK NT!11!\"." throwforce = 0 throw_speed = 4 throw_range = 20 force = 0 icon = 'icons/obj/weapons.dmi' icon_state = "syndballoon" item_state = "syndballoon" w_class = 4.0 /obj/item/toy/nanotrasenballoon name = "criminal balloon" desc = "Across the balloon the following is printed: \"Man, I love NanoTrasen soooo much. I use only NT products. You have NO idea.\"" throwforce = 0 throw_speed = 4 throw_range = 20 force = 0 icon = 'icons/obj/weapons.dmi' icon_state = "ntballoon" item_state = "ntballoon" w_class = 4.0 /* * Fake telebeacon */ /obj/item/toy/blink name = "electronic blink toy game" desc = "Blink. Blink. Blink. Ages 8 and up." icon = 'icons/obj/radio.dmi' icon_state = "beacon" item_state = "signaler" /* * Fake singularity */ /obj/item/toy/spinningtoy name = "gravitational singularity" desc = "\"Singulo\" brand spinning toy." icon = 'icons/obj/singularity.dmi' icon_state = "singularity_s1" /* * Toy crossbow */ /obj/item/toy/crossbow name = "foam dart crossbow" desc = "A weapon favored by many overactive children. Ages 8 and up." icon = 'icons/obj/gun.dmi' icon_state = "crossbow" item_state = "crossbow" item_icons = list( icon_l_hand = 'icons/mob/items/lefthand_guns.dmi', icon_r_hand = 'icons/mob/items/righthand_guns.dmi', ) w_class = 2.0 attack_verb = list("attacked", "struck", "hit") var/bullets = 5 examine(mob/user) if(..(user, 2) && bullets) user << "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() qdel(I) bullets++ user << "You load the foam dart into the crossbow." else usr << "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/structure/table, src.loc)) return else if (bullets) var/turf/trg = get_turf(target) var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src)) bullets-- D.icon_state = "foamdart" D.name = "foam dart" playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1) for(var/i=0, i<6, i++) if (D) 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("\The [] was hit by the foam dart!", M), 1) new /obj/item/toy/ammo/crossbow(M.loc) qdel(D) return for(var/atom/A in D.loc) if(A == user) continue if(A.density) new /obj/item/toy/ammo/crossbow(A.loc) qdel(D) sleep(1) spawn(10) if(D) new /obj/item/toy/ammo/crossbow(D.loc) qdel(D) return else if (bullets == 0) user.Weaken(5) for(var/mob/O in viewers(world.view, user)) O.show_message(text("\The [] 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("\The [] casually lines up a shot with []'s head and pulls the trigger!", user, M), 1, "You hear the sound of foam against skull", 2) O.show_message(text("\The [] was hit in the head by the foam dart!", M), 1) playsound(user.loc, 'sound/items/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("\The [] 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!", user, M), 1, "You hear someone fall", 2) user.Weaken(5) return /obj/item/toy/ammo/crossbow name = "foam dart" desc = "It's nerf or nothing! Ages 8 and up." icon = 'icons/obj/toy.dmi' icon_state = "foamdart" w_class = 1.0 slot_flags = SLOT_EARS /obj/effect/foam_dart_dummy name = "" desc = "" icon = 'icons/obj/toy.dmi' icon_state = "null" anchored = 1 density = 0 /* * Toy swords */ /obj/item/toy/sword name = "toy sword" desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up." icon = 'icons/obj/weapons.dmi' icon_state = "sword0" item_state = "sword0" var/active = 0.0 w_class = 2.0 attack_verb = list("attacked", "struck", "hit") attack_self(mob/user as mob) src.active = !( src.active ) if (src.active) user << "You extend the plastic blade with a quick flick of your wrist." playsound(user, 'sound/weapons/saberon.ogg', 50, 1) src.icon_state = "swordblue" src.item_state = "swordblue" src.w_class = 4 else user << "You push the plastic blade back down into the handle." playsound(user, 'sound/weapons/saberoff.ogg', 50, 1) src.icon_state = "sword0" src.item_state = "sword0" src.w_class = 2 if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user H.update_inv_l_hand() H.update_inv_r_hand() src.add_fingerprint(user) return /obj/item/toy/katana name = "replica katana" desc = "Woefully underpowered in D20." icon = 'icons/obj/weapons.dmi' icon_state = "katana" item_state = "katana" flags = CONDUCT slot_flags = SLOT_BELT | SLOT_BACK force = 5 throwforce = 5 w_class = 3 attack_verb = list("attacked", "slashed", "stabbed", "sliced") /* * Snap pops */ /obj/item/toy/snappop name = "snap pop" desc = "Wow!" icon = 'icons/obj/toy.dmi' icon_state = "snappop" w_class = 1 throw_impact(atom/hit_atom) ..() var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() new /obj/effect/decal/cleanable/ash(src.loc) src.visible_message("The [src.name] explodes!","You hear a snap!") playsound(src, 'sound/effects/snap.ogg', 50, 1) qdel(src) /obj/item/toy/snappop/Crossed(H as mob|obj) if((ishuman(H))) //i guess carp and shit shouldn't set them off var/mob/living/carbon/M = H if(M.m_intent == "run") M << "You step on the snap pop!" var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 0, src) s.start() new /obj/effect/decal/cleanable/ash(src.loc) src.visible_message("The [src.name] explodes!","You hear a snap!") playsound(src, 'sound/effects/snap.ogg', 50, 1) qdel(src) /* * Water flower */ /obj/item/toy/waterflower name = "water flower" desc = "A seemingly innocent sunflower...with a twist." icon = 'icons/obj/device.dmi' icon_state = "sunflower" item_state = "sunflower" var/empty = 0 flags /obj/item/toy/waterflower/New() var/datum/reagents/R = new/datum/reagents(10) reagents = R R.my_atom = src R.add_reagent("water", 10) /obj/item/toy/waterflower/attack(mob/living/carbon/human/M as mob, mob/user as mob) return /obj/item/toy/waterflower/afterattack(atom/A as mob|obj, mob/user as mob) if (istype(A, /obj/item/weapon/storage/backpack )) return else if (locate (/obj/structure/table, src.loc)) return else if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1) A.reagents.trans_to(src, 10) user << "You refill your flower!" return else if (src.reagents.total_volume < 1) src.empty = 1 user << "Your flower has run dry!" return else src.empty = 0 var/obj/effect/decal/D = new/obj/effect/decal/(get_turf(src)) D.name = "water" D.icon = 'icons/obj/chemical.dmi' D.icon_state = "chempuff" D.create_reagents(5) src.reagents.trans_to_obj(D, 1) playsound(src.loc, 'sound/effects/spray3.ogg', 50, 1, -6) spawn(0) for(var/i=0, i<1, i++) step_towards(D,A) D.reagents.touch_turf(get_turf(D)) for(var/atom/T in get_turf(D)) D.reagents.touch(T) if(ismob(T) && T:client) T:client << "\The [user] has sprayed you with water!" sleep(4) qdel(D) return /obj/item/toy/waterflower/examine(mob/user) if(..(user, 0)) user << text("\icon[] [] units of water left!", src, src.reagents.total_volume) /* * Bosun's whistle */ /obj/item/toy/bosunwhistle name = "bosun's whistle" desc = "A genuine Admiral Krush Bosun's Whistle, for the aspiring ship's captain! Suitable for ages 8 and up, do not swallow." icon = 'icons/obj/toy.dmi' icon_state = "bosunwhistle" var/cooldown = 0 w_class = 1 slot_flags = SLOT_EARS /obj/item/toy/bosunwhistle/attack_self(mob/user as mob) if(cooldown < world.time - 35) user << "You blow on [src], creating an ear-splitting noise!" playsound(user, 'sound/misc/boatswain.ogg', 20, 1) cooldown = world.time /* * Mech prizes */ /obj/item/toy/prize icon = 'icons/obj/toy.dmi' icon_state = "ripleytoy" var/cooldown = 0 //all credit to skasi for toy mech fun ideas /obj/item/toy/prize/attack_self(mob/user as mob) if(cooldown < world.time - 8) user << "You play with [src]." playsound(user, 'sound/mecha/mechstep.ogg', 20, 1) cooldown = world.time /obj/item/toy/prize/attack_hand(mob/user as mob) if(loc == user) if(cooldown < world.time - 8) user << "You play with [src]." playsound(user, 'sound/mecha/mechturn.ogg', 20, 1) cooldown = world.time return ..() /obj/item/toy/prize/ripley name = "toy ripley" desc = "Mini-Mecha action figure! Collect them all! 1/11." /obj/item/toy/prize/fireripley name = "toy firefighting ripley" desc = "Mini-Mecha action figure! Collect them all! 2/11." icon_state = "fireripleytoy" /obj/item/toy/prize/deathripley name = "toy deathsquad ripley" desc = "Mini-Mecha action figure! Collect them all! 3/11." icon_state = "deathripleytoy" /obj/item/toy/prize/gygax name = "toy gygax" desc = "Mini-Mecha action figure! Collect them all! 4/11." icon_state = "gygaxtoy" /obj/item/toy/prize/durand name = "toy durand" desc = "Mini-Mecha action figure! Collect them all! 5/11." icon_state = "durandprize" /obj/item/toy/prize/honk name = "toy H.O.N.K." desc = "Mini-Mecha action figure! Collect them all! 6/11." icon_state = "honkprize" /obj/item/toy/prize/marauder name = "toy marauder" desc = "Mini-Mecha action figure! Collect them all! 7/11." icon_state = "marauderprize" /obj/item/toy/prize/seraph name = "toy seraph" desc = "Mini-Mecha action figure! Collect them all! 8/11." icon_state = "seraphprize" /obj/item/toy/prize/mauler name = "toy mauler" desc = "Mini-Mecha action figure! Collect them all! 9/11." icon_state = "maulerprize" /obj/item/toy/prize/odysseus name = "toy odysseus" desc = "Mini-Mecha action figure! Collect them all! 10/11." icon_state = "odysseusprize" /obj/item/toy/prize/phazon name = "toy phazon" desc = "Mini-Mecha action figure! Collect them all! 11/11." icon_state = "phazonprize" /* * Action figures */ /obj/item/toy/figure name = "Completely Glitched action figure" desc = "A \"Space Life\" brand... wait, what the hell is this thing? It seems to be requesting the sweet release of death." icon_state = "assistant" icon = 'icons/obj/toy.dmi' /obj/item/toy/figure/cmo name = "Chief Medical Officer action figure" desc = "A \"Space Life\" brand Chief Medical Officer action figure." icon_state = "cmo" /obj/item/toy/figure/assistant name = "Assistant action figure" desc = "A \"Space Life\" brand Assistant action figure." icon_state = "assistant" /obj/item/toy/figure/atmos name = "Atmospheric Technician action figure" desc = "A \"Space Life\" brand Atmospheric Technician action figure." icon_state = "atmos" /obj/item/toy/figure/bartender name = "Bartender action figure" desc = "A \"Space Life\" brand Bartender action figure." icon_state = "bartender" /obj/item/toy/figure/borg name = "Cyborg action figure" desc = "A \"Space Life\" brand Cyborg action figure." icon_state = "borg" /obj/item/toy/figure/gardener name = "Gardener action figure" desc = "A \"Space Life\" brand Gardener action figure." icon_state = "botanist" /obj/item/toy/figure/captain name = "Captain action figure" desc = "A \"Space Life\" brand Captain action figure." icon_state = "captain" /obj/item/toy/figure/cargotech name = "Cargo Technician action figure" desc = "A \"Space Life\" brand Cargo Technician action figure." icon_state = "cargotech" /obj/item/toy/figure/ce name = "Chief Engineer action figure" desc = "A \"Space Life\" brand Chief Engineer action figure." icon_state = "ce" /obj/item/toy/figure/chaplain name = "Chaplain action figure" desc = "A \"Space Life\" brand Chaplain action figure." icon_state = "chaplain" /obj/item/toy/figure/chef name = "Chef action figure" desc = "A \"Space Life\" brand Chef action figure." icon_state = "chef" /obj/item/toy/figure/chemist name = "Chemist action figure" desc = "A \"Space Life\" brand Chemist action figure." icon_state = "chemist" /obj/item/toy/figure/clown name = "Clown action figure" desc = "A \"Space Life\" brand Clown action figure." icon_state = "clown" /obj/item/toy/figure/corgi name = "Corgi action figure" desc = "A \"Space Life\" brand Corgi action figure." icon_state = "ian" /obj/item/toy/figure/detective name = "Detective action figure" desc = "A \"Space Life\" brand Detective action figure." icon_state = "detective" /obj/item/toy/figure/dsquad name = "Space Commando action figure" desc = "A \"Space Life\" brand Space Commando action figure." icon_state = "dsquad" /obj/item/toy/figure/engineer name = "Engineer action figure" desc = "A \"Space Life\" brand Engineer action figure." icon_state = "engineer" /obj/item/toy/figure/geneticist name = "Geneticist action figure" desc = "A \"Space Life\" brand Geneticist action figure, which was recently dicontinued." icon_state = "geneticist" /obj/item/toy/figure/hop name = "Head of Personel action figure" desc = "A \"Space Life\" brand Head of Personel action figure." icon_state = "hop" /obj/item/toy/figure/hos name = "Head of Security action figure" desc = "A \"Space Life\" brand Head of Security action figure." icon_state = "hos" /obj/item/toy/figure/qm name = "Quartermaster action figure" desc = "A \"Space Life\" brand Quartermaster action figure." icon_state = "qm" /obj/item/toy/figure/janitor name = "Janitor action figure" desc = "A \"Space Life\" brand Janitor action figure." icon_state = "janitor" /obj/item/toy/figure/agent name = "Internal Affairs Agent action figure" desc = "A \"Space Life\" brand Internal Affairs Agent action figure." icon_state = "agent" /obj/item/toy/figure/librarian name = "Librarian action figure" desc = "A \"Space Life\" brand Librarian action figure." icon_state = "librarian" /obj/item/toy/figure/md name = "Medical Doctor action figure" desc = "A \"Space Life\" brand Medical Doctor action figure." icon_state = "md" /obj/item/toy/figure/mime name = "Mime action figure" desc = "A \"Space Life\" brand Mime action figure." icon_state = "mime" /obj/item/toy/figure/miner name = "Shaft Miner action figure" desc = "A \"Space Life\" brand Shaft Miner action figure." icon_state = "miner" /obj/item/toy/figure/ninja name = "Space Ninja action figure" desc = "A \"Space Life\" brand Space Ninja action figure." icon_state = "ninja" /obj/item/toy/figure/wizard name = "Wizard action figure" desc = "A \"Space Life\" brand Wizard action figure." icon_state = "wizard" /obj/item/toy/figure/rd name = "Research Director action figure" desc = "A \"Space Life\" brand Research Director action figure." icon_state = "rd" /obj/item/toy/figure/roboticist name = "Roboticist action figure" desc = "A \"Space Life\" brand Roboticist action figure." icon_state = "roboticist" /obj/item/toy/figure/scientist name = "Scientist action figure" desc = "A \"Space Life\" brand Scientist action figure." icon_state = "scientist" /obj/item/toy/figure/syndie name = "Doom Operative action figure" desc = "A \"Space Life\" brand Doom Operative action figure." icon_state = "syndie" /obj/item/toy/figure/secofficer name = "Security Officer action figure" desc = "A \"Space Life\" brand Security Officer action figure." icon_state = "secofficer" /obj/item/toy/figure/warden name = "Warden action figure" desc = "A \"Space Life\" brand Warden action figure." icon_state = "warden" /obj/item/toy/figure/psychologist name = "Psychologist action figure" desc = "A \"Space Life\" brand Psychologist action figure." icon_state = "psychologist" /obj/item/toy/figure/paramedic name = "Paramedic action figure" desc = "A \"Space Life\" brand Paramedic action figure." icon_state = "paramedic" /obj/item/toy/figure/ert name = "Emergency Response Team Commander action figure" desc = "A \"Space Life\" brand Emergency Response Team Commander action figure." icon_state = "ert" /obj/item/toy/katana name = "replica katana" desc = "Woefully underpowered in D20." icon = 'icons/obj/weapons.dmi' icon_state = "katana" item_state = "katana" flags = CONDUCT slot_flags = SLOT_BELT | SLOT_BACK force = 5 throwforce = 5 w_class = 3 attack_verb = list("attacked", "slashed", "stabbed", "sliced") /obj/item/toy/therapy_red name = "red therapy doll" desc = "A toy for therapeutic and recreational purposes. This one is red." icon = 'icons/obj/weapons.dmi' icon_state = "therapyred" item_state = "egg4" // It's the red egg in items_left/righthand w_class = 1 /obj/item/toy/therapy_purple name = "purple therapy doll" desc = "A toy for therapeutic and recreational purposes. This one is purple." icon = 'icons/obj/weapons.dmi' icon_state = "therapypurple" item_state = "egg1" // It's the magenta egg in items_left/righthand w_class = 1 /obj/item/toy/therapy_blue name = "blue therapy doll" desc = "A toy for therapeutic and recreational purposes. This one is blue." icon = 'icons/obj/weapons.dmi' icon_state = "therapyblue" item_state = "egg2" // It's the blue egg in items_left/righthand w_class = 1 /obj/item/toy/therapy_yellow name = "yellow therapy doll" desc = "A toy for therapeutic and recreational purposes. This one is yellow." icon = 'icons/obj/weapons.dmi' icon_state = "therapyyellow" item_state = "egg5" // It's the yellow egg in items_left/righthand w_class = 1 /obj/item/toy/therapy_orange name = "orange therapy doll" desc = "A toy for therapeutic and recreational purposes. This one is orange." icon = 'icons/obj/weapons.dmi' icon_state = "therapyorange" item_state = "egg4" // It's the red one again, lacking an orange item_state and making a new one is pointless w_class = 1 /obj/item/toy/therapy_green name = "green therapy doll" desc = "A toy for therapeutic and recreational purposes. This one is green." icon = 'icons/obj/weapons.dmi' icon_state = "therapygreen" item_state = "egg3" // It's the green egg in items_left/righthand w_class = 1 /* * Plushies */ //Large plushies. /obj/structure/plushie name = "generic plush" desc = "A very generic plushie. It seems to not want to exist." icon = 'icons/obj/toy.dmi' icon_state = "ianplushie" anchored = 0 density = 1 var/phrase = "I don't want to exist anymore!" /obj/structure/plushie/attack_hand(mob/user) if(user.a_intent == I_HELP) user.visible_message("\The [user] hugs [src]!","You hug [src]!") else if (user.a_intent == I_HURT) user.visible_message("\The [user] punches [src]!","You punch [src]!") else if (user.a_intent == I_GRAB) user.visible_message("\The [user] attempts to strangle [src]!","You attempt to strangle [src]!") else user.visible_message("\The [user] pokes the [src].","You poke the [src].") visible_message("[src] says, \"[phrase]\"") /obj/structure/plushie/ian name = "plush corgi" desc = "A plushie of an adorable corgi! Don't you just want to hug it and squeeze it and call it \"Ian\"?" icon_state = "ianplushie" phrase = "Arf!" /obj/structure/plushie/drone name = "plush drone" desc = "A plushie of a happy drone! It appears to be smiling, and has a small tag which reads \"N.D.V. Icarus Gift Shop\"." icon_state = "droneplushie" phrase = "Beep boop!" /obj/structure/plushie/carp name = "plush carp" desc = "A plushie of an elated carp! Straight from the wilds of the Vir frontier, now right here in your hands." icon_state = "carpplushie" phrase = "Glorf!" /obj/structure/plushie/beepsky name = "plush Officer Sweepsky" desc = "A plushie of a popular industrious cleaning robot! If it could feel emotions, it would love you." icon_state = "beepskyplushie" phrase = "Ping!" //Small plushies. /obj/item/toy/plushie name = "generic small plush" desc = "A very generic small plushie. It seems to not want to exist." icon = 'icons/obj/toy.dmi' icon_state = "nymphplushie" /obj/item/toy/plushie/attack_self(mob/user as mob) if(user.a_intent == I_HELP) user.visible_message("\The [user] hugs [src]!","You hug [src]!") else if (user.a_intent == I_HURT) user.visible_message("\The [user] punches [src]!","You punch [src]!") else if (user.a_intent == I_GRAB) user.visible_message("\The [user] attempts to strangle [src]!","You attempt to strangle [src]!") else user.visible_message("\The [user] pokes the [src].","You poke the [src].") /obj/item/toy/plushie/nymph name = "diona nymph plush" desc = "A plushie of an adorable diona nymph! While its level of self-awareness is still being debated, its level of cuteness is not." icon_state = "nymphplushie" /obj/item/toy/plushie/mouse name = "mouse plush" desc = "A plushie of a delightful mouse! What was once considered a vile rodent is now your very best friend." icon_state = "mouseplushie" /obj/item/toy/plushie/kitten name = "kitten plush" desc = "A plushie of a cute kitten! Watch as it purrs it's way right into your heart." icon_state = "kittenplushie" /obj/item/toy/plushie/lizard name = "lizard plush" desc = "A plushie of a scaly lizard! Very controversial, after being accused as \"racist\" by some Unathi." icon_state = "lizardplushie" /obj/item/toy/plushie/spider name = "spider plush" desc = "A plushie of a fuzzy spider! It has eight legs - all the better to hug you with." icon_state = "spiderplushie" /obj/item/toy/plushie/farwa name = "farwa plush" desc = "A farwa plush doll. It's soft and comforting!" icon_state = "farwaplushie" //Toy cult sword /obj/item/toy/cultsword name = "foam sword" desc = "An arcane weapon (made of foam) wielded by the followers of the hit Saturday morning cartoon \"King Nursee and the Acolytes of Heroism\"." icon = 'icons/obj/weapons.dmi' icon_state = "cultblade" item_state = "cultblade" w_class = 4 attack_verb = list("attacked", "slashed", "stabbed", "poked") /* NYET. /obj/item/weapon/toddler icon_state = "toddler" name = "toddler" desc = "This baby looks almost real. Wait, did it just burp?" force = 5 w_class = 4.0 slot_flags = SLOT_BACK */ //This should really be somewhere else but I don't know where. w/e /obj/item/weapon/inflatable_duck name = "inflatable duck" desc = "No bother to sink or swim when you can just float!" icon_state = "inflatable" item_state = "inflatable" icon = 'icons/obj/clothing/belts.dmi' slot_flags = SLOT_BELT