/obj/item/clothing/under/gimmick/bowling name = "bowling suit" desc = "Who's up for some bowling?" icon = 'icons/obj/clothing/uniforms/item_js_athletic.dmi' wear_image_icon = 'icons/mob/jumpsuits/worn_js_athletic.dmi' inhand_image_icon = 'icons/mob/inhand/jumpsuit/hand_js_athletic.dmi' icon_state = "bowling" item_state = "bowling" /obj/item/bowling_ball name = "bowling ball" desc = "Just keep rollin' rollin'." icon = 'icons/obj/items.dmi' icon_state = "bowling_ball" w_class = 3.0 force = 5 throw_speed = 1 proc/hitWeak(var/mob/hitMob, var/mob/user) hitMob.visible_message("[hitMob] is hit by [user]'s [src]!") src.damage(hitMob, 5, 10, user) proc/hitHard(var/mob/hitMob, var/mob/user) hitMob.visible_message("[hitMob] is knocked over by [user]'s [src]!") src.damage(hitMob, 10, 15, user) proc/damage(var/mob/hitMob, damMin, damMax, var/mob/living/carbon/human/user) if(user.w_uniform && istype(user.w_uniform, /obj/item/clothing/under/gimmick/bowling)) hitMob.weakened = max(damMax-10, hitMob.weakened) // Reduced to 10 sec. Don't stun them for 30 sec from a single hit, Christ. hitMob.stuttering = max(damMax-5, hitMob.stuttering) hitMob.stunned = max(damMax-10, hitMob.stunned) hitMob.TakeDamage("chest", rand(damMin, damMax), 0) else hitMob.stuttering = max(damMax-5, hitMob.stuttering) hitMob.TakeDamage("chest", rand(damMin, damMax), 0) throw_at(atom/target, range, speed) throw_unlimited = 1 src.icon_state = "bowling_ball_spin" ..(target, range, speed) attack_hand(mob/user as mob) ..() if(user) src.icon_state = "bowling_ball" throw_impact(atom/hit_atom) var/mob/living/carbon/human/user = usr src.icon_state = "bowling_ball" if(hit_atom) playsound(src.loc, "sound/effects/exlow.ogg", 65, 1) if (ismob(hit_atom)) var/mob/hitMob = hit_atom if (ishuman(hitMob)) spawn( 0 ) if (istype(user)) if (user.w_uniform && istype(user.w_uniform, /obj/item/clothing/under/gimmick/bowling)) src.hitHard(hitMob, user) if(!(hitMob == user)) user.say(pick("Who's the kingpin now, baby?", "STRIIIKE!", "Watch it, pinhead!", "Ten points!")) else src.hitWeak(hitMob, user) else src.hitWeak(hitMob, user) return