/datum/achievementReward var/title = "" var/desc = "" var/required_medal = null var/once_per_round = 1 //Can only be claimed once per round. proc/rewardActivate(var/mob/activator) //Called when the reward is claimed from the locker. Spawn item here / give verbs here / do whatever for reward. boutput(activator, "This reward is undefined. Please inform a coder.") return //You could even make one-time reward by stripping their medal here. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Rewards below /datum/achievementReward/satchel title = "(Skin) Satchel" desc = "Converts whatever backpack you're wearing into a satchel. Requires that you're wearing a backpack." required_medal = "Fish" once_per_round = 0 rewardActivate(var/mob/activator) if (!istype(activator)) return if (!activator.back) boutput(activator, "You can't reskin a backpack if you're not wearing one!") return if (istype(activator.back, /obj/item/storage/backpack/medic)) var/obj/item/storage/backpack/medic/M = activator.back var/prev1 = M.name M.icon = 'icons/obj/storage.dmi' M.inhand_image_icon = 'icons/mob/inhand/hand_general.dmi' M.inhand_image.icon = 'icons/mob/inhand/hand_general.dmi' M.wear_image_icon = 'icons/mob/back.dmi' M.wear_image.icon = 'icons/mob/back.dmi' M.icon_state = "satchel_medic" M.item_state = "backpack" M.name = "medic's satchel" M.desc = "A thick, wearable container made of synthetic fibers, able to carry a number of objects comfortably on a crewmember's shoulder. (Base Item: [prev1])" activator.set_clothing_icon_dirty() else if (istype(activator.back, /obj/item/storage/backpack/NT)) var/obj/item/storage/backpack/NT/M = activator.back var/prev2 = M.name M.icon = 'icons/obj/storage.dmi' M.inhand_image_icon = 'icons/mob/inhand/hand_general.dmi' M.inhand_image.icon = 'icons/mob/inhand/hand_general.dmi' M.wear_image_icon = 'icons/mob/back.dmi' M.wear_image.icon = 'icons/mob/back.dmi' M.icon_state = "NTsatchel" M.item_state = "backpack" M.name = "NT satchel" M.desc = "A thick, wearable container made of synthetic fibers, able to carry a number of objects comfortably on a crewmember's shoulder. (Base Item: [prev2])" activator.set_clothing_icon_dirty() else if (istype(activator.back, /obj/item/storage/backpack)) var/obj/item/storage/backpack/M = activator.back var/prev3 = M.name M.icon = 'icons/obj/storage.dmi' M.inhand_image_icon = 'icons/mob/inhand/hand_general.dmi' M.inhand_image.icon = 'icons/mob/inhand/hand_general.dmi' M.wear_image_icon = 'icons/mob/back.dmi' M.wear_image.icon = 'icons/mob/back.dmi' M.icon_state = "satchel" M.item_state = "backpack" M.name = "satchel" M.desc = "A thick, wearable container made of synthetic fibers, able to carry a number of objects comfortably on a crewmember's shoulder. (Base Item: [prev3])" activator.set_clothing_icon_dirty() else boutput(activator, "Whatever it is you've got on your back, it can't be reskinned!") return return /datum/achievementReward/hightechpodskin title = "(Skin) HighTech Pod" desc = "Gives you a Kit that allows you to change the appearance of a Pod." required_medal = "Newton's Crew" rewardActivate(var/mob/activator) boutput(usr, "The Kit has been dropped at your current location.") new /obj/item/pod/paintjob/tronthing(get_turf(activator)) return /datum/achievementReward/swatgasmask title = "(Skin) SWAT Gas Mask" desc = "Turns your Gas Mask into a SWAT Gas Mask. If you're wearing one." required_medal = "Leave no man behind!" rewardActivate(var/mob/activator) if (!istype(activator)) return if (activator.wear_mask && istype(activator.wear_mask, /obj/item/clothing/mask/gas)) var/obj/item/clothing/mask/gas/emergency/M = activator.wear_mask M.icon_state = "swat" M.item_state = "swat" M.name = "SWAT Gas Mask" M.desc = "A snazzy-looking black Gas Mask." activator.set_clothing_icon_dirty() return /datum/achievementReward/round_flask title = "(Skin) Round-bottom Flask" desc = "Requires you to be holding a large beaker." required_medal = "We didn't start the fire" once_per_round = 0 rewardActivate(var/mob/activator) if (!istype(activator)) return if (istype(activator.l_hand, /obj/item/reagent_containers/glass/beaker/large)) var/obj/item/reagent_containers/glass/beaker/large/M = activator.l_hand var/prev = M.name M.name = "round-bottom flask" M.desc = "A large round-bottom flask, for all your chemistry needs. (Base Item: [prev])" M.icon_style = "flask" M.item_state = "flask" M.update_icon() activator.set_clothing_icon_dirty() else if (istype(activator.r_hand, /obj/item/reagent_containers/glass/beaker/large)) var/obj/item/reagent_containers/glass/beaker/large/M = activator.r_hand var/prev = M.name M.name = "round-bottom flask" M.desc = "A large round-bottom flask, for all your chemistry needs. (Base Item: [prev])" M.icon_style = "flask" M.item_state = "flask" M.update_icon() activator.set_clothing_icon_dirty() else boutput(activator, "You need to be holding a large beaker in order to claim this reward!") return return /datum/achievementReward/pilotuniform title = "(Skin) Pilot Suit" desc = "Requires that you wear something in your jumpsuit slot." required_medal = "It's not 'Door to Heaven'" rewardActivate(var/mob/activator) if (ishuman(activator)) var/mob/living/carbon/human/H = activator if (H.w_uniform) var/obj/item/clothing/M = H.w_uniform var/prev = M.name M.icon = 'icons/obj/clothing/uniforms/item_js_misc.dmi' M.inhand_image_icon = 'icons/mob/inhand/jumpsuit/hand_js_misc.dmi' M.inhand_image.icon = 'icons/mob/inhand/jumpsuit/hand_js_misc.dmi' M.wear_image_icon = 'icons/mob/jumpsuits/worn_js_misc.dmi' M.wear_image.icon = 'icons/mob/jumpsuits/worn_js_misc.dmi' M.icon_state = "mechanic" M.item_state = "mechanic" M.name = "pilot suit" M.desc = "(Base Item: [prev])" H.set_clothing_icon_dirty() return /datum/achievementReward/med_labcoat title = "(Skin) Medical Labcoat" desc = "Requires that you wear a labcoat in your suit slot." required_medal = "Patchwork" once_per_round = 0 rewardActivate(var/mob/activator) if (ishuman(activator)) var/mob/living/carbon/human/H = activator if (H.wear_suit) var/obj/item/clothing/M = H.wear_suit if (!istype(M, /obj/item/clothing/suit/labcoat)) boutput(activator, "You're not wearing a labcoat!") return var/prev = M.name M.icon = 'icons/obj/clothing/overcoats/item_suit.dmi' M.inhand_image_icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi' M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi' M.icon_state = "MDlabcoat" M.item_state = "MDlabcoat" M.name = "doctor's labcoat" M.desc = "A protective laboratory coat with the red markings of a Medical Doctor. (Base Item: [prev])" H.set_clothing_icon_dirty() return /datum/achievementReward/sci_labcoat title = "(Skin) Science Labcoat" desc = "Requires that you wear a labcoat in your suit slot." required_medal = "Meth is a hell of a drug" once_per_round = 0 rewardActivate(var/mob/activator) if (ishuman(activator)) var/mob/living/carbon/human/H = activator if (H.wear_suit) var/obj/item/clothing/M = H.wear_suit if (!istype(M, /obj/item/clothing/suit/labcoat)) boutput(activator, "You're not wearing a labcoat!") return var/prev = M.name M.icon = 'icons/obj/clothing/overcoats/item_suit.dmi' M.inhand_image_icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi' M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi' M.icon_state = "SCIlabcoat" M.item_state = "SCIlabcoat" M.name = "scientist's labcoat" M.desc = "A protective laboratory coat with the purple markings of a Scientist. (Base Item: [prev])" H.set_clothing_icon_dirty() return /datum/achievementReward/alchemistrobes title = "(Skin) Grand Alchemist's Robes" desc = "Requires that you wear a labcoat in your suit slot." required_medal = "Illuminated" once_per_round = 0 rewardActivate(var/mob/activator) if (ishuman(activator)) var/mob/living/carbon/human/H = activator if (H.wear_suit) var/obj/item/clothing/M = H.wear_suit if (!istype(M, /obj/item/clothing/suit/labcoat)) boutput(activator, "You're not wearing a labcoat!") return var/prev = M.name M.icon = 'icons/obj/clothing/overcoats/item_suit.dmi' M.inhand_image_icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi' M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi' M.icon_state = "alchrobe" M.item_state = "alchrobe" M.name = "Grand Alchemist's Robes" M.desc = "Well you sure LOOK the part with these on. (Base Item: [prev])" H.set_clothing_icon_dirty() return /datum/achievementReward/dioclothes title = "(Skin) Dio's outfit" desc = "Requires that you wear something in your suit slot." required_medal = "Dracula Jr." rewardActivate(var/mob/activator) if (ishuman(activator)) var/mob/living/carbon/human/H = activator if (H.wear_suit) var/obj/item/clothing/M = H.wear_suit var/prev = M.name M.icon = 'icons/obj/clothing/overcoats/item_suit.dmi' M.inhand_image_icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi' M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi' M.icon_state = "vclothes" M.item_state = "vclothes" M.name = "Dio's outfit" M.desc += " (Base Item: [prev])" H.set_clothing_icon_dirty() return /datum/achievementReward/inspectorscloths title = "(Skin set) Inspector's clothes" desc = "Requires that you wear something in your suit and jumpsuit slots." required_medal = "Neither fashionable noir stylish" rewardActivate(var/mob/activator) if (ishuman(activator)) var/mob/living/carbon/human/H = activator if (H.wear_suit) var/obj/item/clothing/M = H.wear_suit var/prev = M.name M.icon = 'icons/obj/clothing/overcoats/item_suit.dmi' M.inhand_image_icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi' M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi' M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi' M.icon_state = "inspectorc" M.item_state = "inspectorc" M.name = "Inspector's short coat" M.desc = "A coat for the modern detective. (Base Item: [prev])" H.set_clothing_icon_dirty() if (H.w_uniform) var/obj/item/clothing/M = H.w_uniform var/prev2 = M.name M.icon = 'icons/obj/clothing/uniforms/item_js_misc.dmi' M.inhand_image_icon = 'icons/mob/inhand/jumpsuit/hand_js_misc.dmi' M.inhand_image.icon = 'icons/mob/inhand/jumpsuit/hand_js_misc.dmi' M.wear_image_icon = 'icons/mob/jumpsuits/worn_js_misc.dmi' M.wear_image.icon = 'icons/mob/jumpsuits/worn_js_misc.dmi' M.icon_state = "inspectorj" M.item_state = "viceG" M.name = "Inspector's uniform" M.desc = "A uniform for the modern detective. (Base Item: [prev2])" H.set_clothing_icon_dirty() return /datum/achievementReward/ntso_commander title = "(Skin set) NT-SO Commander Uniform" desc = "Requires that you're wearing a captain's hat and armor." required_medal = "Icarus" once_per_round = 0 rewardActivate(var/mob/activator) if (ishuman(activator)) var/mob/living/carbon/human/H = activator if (H.w_uniform) var/obj/item/clothing/M = H.w_uniform if (istype(M, /obj/item/clothing/under/rank/captain)) var/prev = M.name M.icon_state = "captain-blue" M.item_state = "captain-blue" M.name = "administrator's uniform" M.desc = "A uniform specifically for NanoTrasen commanders. (Base Item: [prev])" H.set_clothing_icon_dirty() if (H.wear_suit) var/obj/item/clothing/M = H.wear_suit if (istype(M, /obj/item/clothing/suit/armor/captain)) var/prev = M.name M.icon_state = "centcom" M.item_state = "centcom" M.name = "administrator's armor" M.desc = "A suit of protective formal armor. It is made specifically for NanoTrasen commanders. (Base Item: [prev])" H.set_clothing_icon_dirty() else if (istype(M, /obj/item/clothing/suit/space/captain)) var/prev = M.name M.icon_state = "spacecap-blue" M.item_state = "spacecap-blue" M.name = "administrator's space suit" M.desc = "A suit that protects against low pressure environments. It is made specifically for NanoTrasen commanders. (Base Item: [prev])" H.set_clothing_icon_dirty() if (H.head) var/obj/item/clothing/M = H.head if (istype(M, /obj/item/clothing/head/caphat)) var/prev = M.name M.icon_state = "centcom" M.item_state = "centcom" M.name = "Cent. Comm. hat" M.desc = "A fancy hat specifically for NanoTrasen commanders. (Base Item: [prev])" H.set_clothing_icon_dirty() return /datum/achievementReward/ai_malf title = "(AI Skin) Malfuction" desc = "Turns you into a scary malfunctioning AI! Only in appearance, of course." required_medal = "HUMANOID MUST NOT ESCAPE" rewardActivate(var/mob/activator) if (isAI(activator)) var/mob/living/silicon/ai/A = activator A.custom_emotions = ai_emotions | list("ROGUE(reward)" = "ai-red") A.faceEmotion = "ai-red" A.set_color("#EE0000") //A.icon_state = "ai-malf" else boutput(activator, "You need to be an AI to use this, you goof!") return /datum/achievementReward/borg_automoton title = "(Cyborg Skin) Automaton" desc = "Turns you into the mysterious Automaton! Only in appearance, of course. Keys not included." required_medal = "Icarus" rewardActivate(var/mob/activator) if (isrobot(activator)) var/mob/living/silicon/robot/C = activator C.automaton_skin = 1 C.update_appearance() else boutput(activator, "You need to be a cyborg to use this, you goof!") return /datum/achievementReward/smug title = "(Emote) Smug" desc = "Gives you the ability to be all smug about something. I bet nobody likes you." required_medal = ":10bux:" rewardActivate(var/mob/activator) if (!istype(activator)) return activator.verbs += /proc/smugproc return /proc/smugproc() set name = ":smug:" set desc = "Allows you to show others how great you feel about yourself for having paid 10 bucks." set category = "Achievements" animate_smug(usr) usr.verbs -= /proc/smugproc usr.verbs += /proc/smugprocCD spawn(300) boutput(usr, "You can now be smug again! Go hog wild.") usr.verbs += /proc/smugproc usr.verbs -= /proc/smugprocCD return /proc/smugprocCD() set name = ":smug:" set desc = "Currently on cooldown." set category = "Achievements" boutput(usr, "You can't use that again just yet.") return /obj/effect/smug name = "smug" icon = 'icons/mob/64.dmi' icon_state = "smug" anchored = 1.0 pixel_x = -16 pixel_y = -16 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Management stuff below. //You could even make one-time reward by stripping their medal here. /client/var/list/claimed_rewards = list() //Keeps track of once-per-round rewards /mob/living/verb/claimreward() set background = 1 set name = "Claim Reward" set desc = "Allows you to claim a Reward you might have earned." set category = "Achievements" set popup_menu = 0 spawn(0) src.verbs -= /mob/living/verb/claimreward boutput(usr, "Checking your eligibility. There might be a short delay, please wait.") var/list/eligible = list() for(var/A in rewardDB) var/datum/achievementReward/D = rewardDB[A] var/result = usr.has_medal(D.required_medal) if(result == 1) if((D.once_per_round && !usr.client.claimed_rewards.Find(D.type)) || !D.once_per_round) eligible.Add(D.title) eligible[D.title] = D if(!length(eligible)) boutput(usr, "Sorry, you don't have any rewards available.") src.verbs += /mob/living/verb/claimreward return var/selection = input(usr,"Please select your reward", "VIP Rewards","CANCEL") in (eligible + "CANCEL") if(selection == "CANCEL") src.verbs += /mob/living/verb/claimreward return var/datum/achievementReward/S = null for(var/X in rewardDB) var/datum/achievementReward/C = rewardDB[X] if(C.title == selection) S = C break if(S == null) boutput(usr, "Invalid Rewardtype after selection. Please inform a coder.") var/M = alert(usr,S.desc + "\n(Earned through the \"[S.required_medal]\" Medal)","Claim this Reward?","Yes","No") if(M == "Yes") S.rewardActivate(usr) if(S.once_per_round) usr.client.claimed_rewards.Add(S.type) src.verbs += /mob/living/verb/claimreward else src.verbs += /mob/living/verb/claimreward