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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
117 lines
4.3 KiB
Plaintext
117 lines
4.3 KiB
Plaintext
/obj/item/stolenpackage
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name = "stolen package"
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desc = "What's in the box?"
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icon = 'icons/obj/storage.dmi'
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icon_state = "deliverycrate5"
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item_state = "table_parts"
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w_class = ITEMSIZE_HUGE
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/obj/item/stolenpackage/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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// Another way of doing this. Commented out because the other method is better for this application.
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/*var/spawn_chance = rand(1,100)
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switch(spawn_chance)
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if(0 to 49)
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new /obj/random/gun/guarenteed(user.loc)
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to_chat(user, "You got a thing!")
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if(50 to 99)
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new /obj/item/bikehorn/rubberducky(user.loc)
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new /obj/item/bikehorn(user.loc)
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to_chat(user, "You got two things!")
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if(100)
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to_chat(user, "The box contained nothing!")
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return
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*/
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var/loot = pick(/obj/effect/landmark/costume,
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/obj/item/clothing/glasses/thermal,
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/head/bearpelt,
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/obj/item/clothing/mask/balaclava,
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/obj/item/clothing/mask/horsehead,
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/obj/item/clothing/mask/muzzle,
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/obj/item/clothing/suit/armor/heavy,
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/obj/item/clothing/suit/armor/laserproof,
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/obj/item/clothing/suit/armor/vest,
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/obj/item/chameleon,
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/obj/item/pda/clown,
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/obj/item/pda/mime,
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/obj/item/pda/syndicate,
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/obj/item/mecha_parts/chassis/phazon,
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/obj/item/mecha_parts/part/phazon_head,
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/obj/item/mecha_parts/part/phazon_left_arm,
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/obj/item/mecha_parts/part/phazon_left_leg,
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/obj/item/mecha_parts/part/phazon_right_arm,
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/obj/item/mecha_parts/part/phazon_right_leg,
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/obj/item/mecha_parts/part/phazon_torso,
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/obj/item/circuitboard/mecha/phazon/targeting,
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/obj/item/circuitboard/mecha/phazon/peripherals,
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/obj/item/circuitboard/mecha/phazon/main,
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/obj/item/bodysnatcher,
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/obj/item/bluespace_harpoon,
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/obj/item/clothing/accessory/permit/gun,
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/obj/item/perfect_tele,
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/obj/item/sleevemate,
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/obj/item/disk/nifsoft/compliance,
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/obj/item/implanter/compliance,
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/obj/item/seeds/ambrosiadeusseed,
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/obj/item/seeds/ambrosiavulgarisseed,
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/obj/item/seeds/libertymycelium,
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/obj/fiftyspawner/platinum,
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/obj/item/toy/nanotrasenballoon,
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/obj/item/toy/syndicateballoon,
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/obj/item/aiModule/syndicate,
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/obj/item/book/manual/wiki/engineering_hacking,
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/obj/item/card/emag,
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/obj/item/card/emag_broken,
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/obj/item/card/id/syndicate,
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/obj/item/poster,
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/obj/item/disposable_teleporter,
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/obj/item/grenade/flashbang/clusterbang,
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/obj/item/grenade/flashbang/clusterbang,
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/obj/item/grenade/spawnergrenade/spesscarp,
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/obj/item/melee/energy/sword,
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/obj/item/melee/telebaton,
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/obj/item/pen/reagent/paralysis,
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/obj/item/pickaxe/diamonddrill,
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/obj/item/reagent_containers/food/drinks/bottle/pwine,
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/obj/item/reagent_containers/food/snacks/carpmeat,
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/obj/item/reagent_containers/food/snacks/clownstears,
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/obj/item/reagent_containers/food/snacks/xenomeat,
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/obj/item/reagent_containers/glass/beaker/neurotoxin,
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/obj/item/rig/combat,
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/obj/item/shield/energy,
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/obj/item/stamp/centcomm,
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/obj/item/stamp/solgov,
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/obj/item/storage/fancy/cigar/havana,
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/obj/item/xenos_claw,
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/obj/random/contraband,
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/obj/random/contraband,
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/obj/random/contraband,
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/obj/random/contraband,
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/obj/random/weapon/guarenteed)
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//VOREstation edit - Randomized map objects were put in loot piles, so handle them...
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if(istype(loot,/obj/random))
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var/obj/random/randy = loot
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var/new_I = randy.spawn_item()
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qdel(loot)
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loot = new_I // swap it
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//VOREstation edit end
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new loot(user.loc)
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to_chat(user, "You unwrap the package.")
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qdel(src)
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/obj/item/miscdisc
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name = "strange artefact"
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desc = "A large disc-shaped item, with a red, opaque crystal embedded in the center. It is some what heavy. There are indentations along the ring of the disc. Alien scripture lines the disc."
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icon_state = "wahdisc"
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icon = 'icons/obj/contraband_vr.dmi'
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w_class = ITEMSIZE_NORMAL
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/obj/item/miscdisc/attack_self(mob/living/user)
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. = ..(user)
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if(.)
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return TRUE
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to_chat(user, "As you hold the large disc in your open palm, fingers cusped around the edge, the crystal embedded in the item begins to vibrate. It lifts itself from the disc a few cenimetres, before beginning to glow with a bright red light. The glow lasts for a few seconds, before the crystal embeds itself back into the disc with a quick snap.")
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