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2020-02-19 19:48:29 -08:00

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/datum/achievementReward
var/title = ""
var/desc = ""
var/required_medal = null
var/once_per_round = 1 //Can only be claimed once per round.
var/mobonly = 1 //If the reward can only be redeemed if the player has a /mob/living.
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, "<span style=\"color:red\">You can't reskin a backpack if you're not wearing one!</span>")
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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/hand_general.dmi'
M.wear_image_icon = 'icons/mob/back.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/back.dmi'
M.icon_state = "satchel_medic"
M.item_state = "backpack"
M.name = "medic's satchel"
M.real_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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/hand_general.dmi'
M.wear_image_icon = 'icons/mob/back.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/back.dmi'
M.icon_state = "NTsatchel"
M.item_state = "backpack"
M.name = "NT satchel"
M.real_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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/hand_general.dmi'
M.wear_image_icon = 'icons/mob/back.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/back.dmi'
M.icon_state = "satchel"
M.item_state = "backpack"
M.name = "satchel"
M.real_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, "<span style=\"color:red\">Whatever it is you've got on your back, it can't be reskinned!</span>")
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, "<span style=\"color:blue\">The Kit has been dropped at your current location.</span>")
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.real_name = "SWAT Gas Mask"
M.desc = "A snazzy-looking black Gas Mask."
activator.set_clothing_icon_dirty()
return
/datum/achievementReward/colorfulberet
title = "(Skin) Colorful Beret"
desc = "Turns your hat into a colorful beret. If you're wearing one."
required_medal = "Monkey Duty"
rewardActivate(var/mob/activator)
if (ishuman(activator))
var/mob/living/carbon/human/H = activator
if (!istype(H.head, /obj/item/clothing/head/helmet) && istype(H.head, /obj/item/clothing/head)) // ha...
var/obj/item/clothing/head/M = H.head
M.icon_state = "beret_base"
M.wear_image_icon = 'icons/mob/head.dmi'
M.color = random_saturated_hex_color(1)
M.name = "beret"
M.real_name = "beret"
M.desc = "A colorful beret."
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.fluid_image = image(M.icon, "fluid-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.fluid_image = image(M.icon, "fluid-flask")
M.update_icon()
activator.set_clothing_icon_dirty()
else
boutput(activator, "<span style=\"color:red\">You need to be holding a large beaker in order to claim this reward!</span>")
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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/jumpsuit/hand_js_misc.dmi'
M.wear_image_icon = 'icons/mob/jumpsuits/worn_js_misc.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/jumpsuits/worn_js_misc.dmi'
M.icon_state = "mechanic"
M.item_state = "mechanic"
M.name = "pilot suit"
M.real_name = "pilot suit"
M.desc = "A sleek but comfortable pilot's jumpsuit. (Base Item: [prev])"
H.set_clothing_icon_dirty()
return
/datum/achievementReward/flower_scrubs
title = "(Skin) Flower Scrubs"
desc = "Requires that you wear medical scrubs in your jumpsuit slot."
required_medal = "Primum non nocere"
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/under/scrub/M = H.w_uniform
if (!istype(M))
boutput(activator, "<span style=\"color:red\">You're not wearing medical scrubs!</span>")
return
var/prev = M.name
M.icon = 'icons/obj/clothing/uniforms/item_js_misc.dmi'
M.inhand_image_icon = 'icons/mob/inhand/jumpsuit/hand_js.dmi'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/jumpsuit/hand_js.dmi'
M.wear_image_icon = 'icons/mob/jumpsuits/worn_js_misc.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/jumpsuits/worn_js_misc.dmi'
M.icon_state = "scrub-f"
M.item_state = "lightblue"
M.name = "flower scrubs"
M.real_name = "flower scrubs"
M.desc = "Man, these scrubs look pretty nice. (Base Item: [prev])"
H.set_clothing_icon_dirty()
return
/datum/achievementReward/stylish
title = "(Skin) Relic Security Jumpsuit"
desc = "Requires that you wear a security officer or Head of Security uniform in your jumpsuit slot."
required_medal = "Dead or alive, you're coming with me"
rewardActivate(var/mob/activator)
if (ishuman(activator))
var/mob/living/carbon/human/H = activator
if (H.w_uniform)
var/obj/item/clothing/under/rank/M = H.w_uniform
if (istype(M, /obj/item/clothing/under/rank/head_of_securityold))
M.icon_state = "hos-old"
else if (istype(M, /obj/item/clothing/under/rank/security))
M.icon_state = "security-old"
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/suit/labcoat/M = H.wear_suit
if (!istype(M))
boutput(activator, "<span style=\"color:red\">You're not wearing a labcoat!</span>")
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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi'
M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi'
M.icon_state = findtext(M.icon_state, "_o") ? "MDlabcoat_o" : "MDlabcoat"
M.item_state = "MDlabcoat"
M.coat_style = "MDlabcoat"
M.name = "doctor's labcoat"
M.real_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/suit/labcoat/M = H.wear_suit
if (!istype(M))
boutput(activator, "<span style=\"color:red\">You're not wearing a labcoat!</span>")
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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi'
M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi'
M.icon_state = findtext(M.icon_state, "_o") ? "SCIlabcoat_o" : "SCIlabcoat"
M.item_state = "SCIlabcoat"
M.coat_style = "SCIlabcoat"
M.name = "scientist's labcoat"
M.real_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/suit/labcoat/M = H.wear_suit
if (!istype(M))
boutput(activator, "<span style=\"color:red\">You're not wearing a labcoat!</span>")
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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi'
M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi'
M.icon_state = findtext(M.icon_state, "_o") ? "alchrobe_o" : "alchrobe"
M.item_state = "alchrobe"
M.coat_style = "alchrobe"
M.name = "grand alchemist's robes"
M.real_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) Strange Vampire 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
if (istype(M, /obj/item/clothing/suit/wizrobe))
boutput(activator, "Your magic-infused robes resist the meta-telelogical energies!")
return
if (istype(M, /obj/item/clothing/suit/space/industrial/syndicate) || istype(M, /obj/item/clothing/suit/space/syndicate))
boutput(activator, "Nyet, comrade.")
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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi'
M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi'
M.icon_state = "vclothes"
M.item_state = "vclothes"
if (istype(M, /obj/item/clothing/suit/labcoat))
var/obj/item/clothing/suit/labcoat/L = M
L.coat_style = null
M.name = "strange vampire outfit"
M.real_name = "strange vampire outfit"
M.desc = "How many breads <i>have</i> you eaten in your life? It's a good question. (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
if (istype(M, /obj/item/clothing/suit/wizrobe))
boutput(activator, "Your magic-infused robes resist the meta-telelogical energies!")
return
if (istype(M, /obj/item/clothing/suit/space/industrial/syndicate) || istype(M, /obj/item/clothing/suit/space/syndicate))
boutput(activator, "Nyet, comrade.")
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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/inhand_cl_suit.dmi'
M.wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi'
if (M.wear_image) M.wear_image.icon = 'icons/mob/overcoats/worn_suit.dmi'
if (istype(M, /obj/item/clothing/suit/labcoat))
var/obj/item/clothing/suit/labcoat/L = M
M.icon_state = findtext(M.icon_state, "_o") ? "inspectorc_o" : "inspectorc"
L.coat_style = "inspectorc"
else
M.icon_state = "inspectorc_o"
M.item_state = "inspectorc"
M.name = "inspector's short coat"
M.real_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'
if (M.inhand_image) M.inhand_image.icon = 'icons/mob/inhand/jumpsuit/hand_js_misc.dmi'
M.wear_image_icon = 'icons/mob/jumpsuits/worn_js_misc.dmi'
if (M.wear_image) 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.real_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/dress))
var/prev = M.name
M.icon_state = "captain-dress-blue"
M.item_state = "captain-dress-blue"
M.name = "administrator's uniform"
M.real_name = "administrator's uniform"
M.desc = "A uniform specifically for NanoTrasen commanders. (Base Item: [prev])"
H.set_clothing_icon_dirty()
else 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.real_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.real_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.real_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.real_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, "<span style=\"color:red\">You need to be an AI to use this, you goof!</span>")
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, "<span style=\"color:red\">You need to be a cyborg to use this, you goof!</span>")
return
/*
/datum/achievementReward/secbelt
title = "(Skin) Security Toolbelt"
desc = "Turns your worn Utility Belt into a Security Toolbelt."
required_medal = "Suitable? How about the Oubliette?!"
rewardActivate(var/mob/living/carbon/human/activator)
rewardActivate(var/mob/activator)
if (!ishuman(activator))
return
var/mob/living/carbon/human/H = activator
if (H.belt && istype(H.belt, /obj/item/storage/belt/utility))
var/obj/item/storage/belt/utility/M = H.belt
var/prev = M.name
M.icon_state = "secbelt"
M.item_state = "secbelt"
M.name = "security toolbelt"
M.real_name = "security toolbelt"
M.desc = "For the trend-setting Security Officer on the go. (Base Item: [prev])"
H.set_clothing_icon_dirty()
return
*/
/datum/achievementReward/goldenGun
title = "Golden Gun"
desc = "Gold plates a shotgun, hunting rifle, detective revolver, or AK-47 you're holding."
required_medal = "Helios"
rewardActivate(var/mob/activator){
if (ishuman(activator)){
var/mob/living/carbon/human/H = activator
var/obj/item/gun/kinetic/gunmod
if (H.l_hand && H.l_hand.type in list(/obj/item/gun/kinetic/detectiverevolver, /obj/item/gun/kinetic/riotgun, /obj/item/gun/kinetic/ak47, /obj/item/gun/kinetic/hunting_rifle))
gunmod = H.l_hand
else if (H.r_hand && H.r_hand.type in list(/obj/item/gun/kinetic/detectiverevolver, /obj/item/gun/kinetic/riotgun, /obj/item/gun/kinetic/ak47, /obj/item/gun/kinetic/hunting_rifle))
gunmod = H.r_hand
if (!gunmod) return
gunmod.name = "Golden [gunmod.name]"
gunmod.icon_state = "golden_[gunmod.icon_state]"
}
}
/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
/datum/achievementReward/shelterbee
title = "(Emote) Shelterbee"
desc = "Shelterbee expresses what you cannot. And it's also pretty dang cute."
required_medal = "Too Cool"
rewardActivate(var/mob/activator)
if (!istype(activator))
return
boutput(usr, "<span style=\"color:blue\">:shelterbee:</span>")
animate_emote(usr, /obj/effect/shelterbee)
return
/obj/effect/shelterbee
name = "shelterbee"
icon = 'icons/mob/64.dmi'
icon_state = "shelterbee"
anchored = 1.0
pixel_x = -16
pixel_y = -16
/datum/achievementReward/participantribbon
title = "(Transformation) Participation Ribbon"
desc = "Turn into a living participation ribbon. No refunds!"
required_medal = "Fun Times"
mobonly = 0
rewardActivate(var/mob/activator)
if (!isobserver(activator))
boutput(activator, "<span style=\"color:red\">You gotta be dead to use this, you goof!</span>")
return
var/datum/effects/system/harmless_smoke_spread/smoke = new /datum/effects/system/harmless_smoke_spread()
smoke.set_up(5, 0, get_turf(usr))
smoke.attach(usr)
smoke.start()
var/mob/living/object/O = new /mob/living/object(new /obj/item/sticker/ribbon/participant(get_turf(usr)), usr)
O.say_language = "animal"
O.literate = 0
return
/datum/achievementReward/goldbud
title = "(Skin) Golden PR-4 Guardbuddy Frame"
desc = "Gold plates a held PR-4 Guardbuddy frame."
required_medal = "Ol' buddy ol' pal"
once_per_round = 1
rewardActivate(var/mob/activator)
if (!istype(activator))
return
if (istype(activator.l_hand, /obj/item/guardbot_frame/old))
var/obj/item/guardbot_frame/old/M = activator.l_hand
new /obj/item/guardbot_frame/old/golden(get_turf(activator))
qdel(M)
else if (istype(activator.r_hand, /obj/item/guardbot_frame/old))
var/obj/item/reagent_containers/glass/beaker/large/M = activator.r_hand
new /obj/item/guardbot_frame/old/golden(get_turf(activator))
qdel(M)
else
boutput(activator, "<span style=\"color:red\">You need to be holding a PR-4 Guardbuddy frame in order to claim this reward!</span>")
return
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 = "Commands"
animate_emote(usr, /obj/effect/smug)
usr.verbs -= /proc/smugproc
usr.verbs += /proc/smugprocCD
SPAWN_DBG(30 SECONDS)
boutput(usr, "<span style=\"color:blue\">You can now be smug again! Go hog wild.</span>")
usr.verbs += /proc/smugproc
usr.verbs -= /proc/smugprocCD
return
/proc/smugprocCD()
set name = ":smug:"
set desc = "Currently on cooldown."
set category = "Commands"
boutput(usr, "<span style=\"color:red\">You can't use that again just yet.</span>")
return
/obj/effect/smug
name = "smug"
icon = 'icons/mob/64.dmi'
icon_state = "smug"
anchored = 1.0
pixel_x = -16
pixel_y = -16
/datum/achievementReward/beefriend
title = "(Reagent) Bee"
desc = "You're gonna burp one up, probably."
required_medal = "Bombini is missing!"
rewardActivate(var/mob/activator)
if (!activator.reagents) return
activator.reagents.add_reagent("bee", 5)
boutput (activator, "<span style='color:red'>Pleeze hold, bee will bee with thee shortlee!</span>" )
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Management stuff below.
/chui/window/contributorrewards
name = "Contributor Rewards"
New()
..()
var/rewardses = list("sillyscream" = "Silly Screams")
GetBody()
var/ret = "<b>Howdy, contributor! These rewards don't revert until you respawn somehow.</b><br/>"
for(var/choice in rewardses)
ret += "[theme.generateButton( choice, rewardses[choice] )]<br/>"
return ret
OnClick( var/client/who, var/id )
if( rewardses[id] )
if(call( src, id )(who))
Unsubscribe( src )
else
boutput( who, "<h1>Don't get ahead of yourself, [who.key]</h1>" )//I almost want to log who does this because I know Erik will be one of them
proc/sillyscream(var/client/c)
var/mob/living/living = c.mob
if(istype( living ))
living.sound_scream = pick('sound/voice/screams/sillyscream1.ogg','sound/voice/screams/sillyscream2.ogg')
c << sound( living.sound_scream )
return 1
else
boutput( usr, "<span style='color:red'>Hmm.. I can't set the scream sound of that!</span>" )
return 0
/datum/achievementReward/contributor
title = "Contributor Rewards"
desc = "A whole host of things and buttons to reward you for contributing!"
required_medal = "Contributor"
once_per_round = 0
mobonly = 0
var/chui/window/contributorrewards/contributorRewardMenu
New()
..()
rewardActivate(var/mob/activator)
if( !contributorRewardMenu )
contributorRewardMenu = new
contributorRewardMenu.Subscribe( activator.client )
//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
/client/verb/claimreward()
set background = 1
set name = "Claim Reward"
set desc = "Allows you to claim a Reward you might have earned."
set category = "Commands"
set popup_menu = 0
SPAWN_DBG(0)
src.verbs -= /client/verb/claimreward
boutput(usr, "<span style=\"color:red\">Checking your eligibility. There might be a short delay, please wait.</span>")
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 && !src.claimed_rewards.Find(D.type)) || !D.once_per_round)
if( D.mobonly && !istype( src.mob, /mob/living ) ) continue
eligible.Add(D.title)
eligible[D.title] = D
if(!length(eligible))
boutput(usr, "<span style=\"color:red\">Sorry, you don't have any rewards available.</span>")
src.verbs += /client/verb/claimreward
return
var/selection = input(usr,"Please select your reward", "VIP Rewards","CANCEL") in (eligible + "CANCEL")
if(selection == "CANCEL")
src.verbs += /client/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, "<span style=\"color:red\">Invalid Rewardtype after selection. Please inform a coder.</span>")
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 += /client/verb/claimreward
else
src.verbs += /client/verb/claimreward