/obj/vehicle/ridden/scooter name = "scooter" desc = "A fun way to get around." icon_state = "scooter" /obj/vehicle/ridden/scooter/Initialize() . = ..() var/datum/component/riding/D = LoadComponent(/datum/component/riding) D.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0), TEXT_SOUTH = list(-2), TEXT_EAST = list(0), TEXT_WEST = list( 2))) /obj/vehicle/ridden/scooter/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/wrench)) to_chat(user, "You begin to remove the handlebars...") playsound(get_turf(user), 'sound/items/ratchet.ogg', 50, 1) if(do_after(user, 40*I.toolspeed, target = src)) var/obj/vehicle/ridden/scooter/skateboard/S = new(loc) new /obj/item/stack/rods(get_turf(src),2) to_chat(user, "You remove the handlebars from [src].") if(has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] unbuckle_mob(H) S.buckle_mob(H) qdel(src) /obj/vehicle/ridden/scooter/Moved() . = ..() for(var/m in buckled_mobs) var/mob/living/buckled_mob = m if(buckled_mob.get_num_legs() > 0) buckled_mob.pixel_y = 5 else buckled_mob.pixel_y = -4 /obj/vehicle/ridden/scooter/buckle_mob(mob/living/M, force = 0, check_loc = 1) if(!istype(M)) return 0 if(M.get_num_legs() < 2 && M.get_num_arms() <= 0) to_chat(M, "Your limbless body can't ride \the [src].") return 0 . = ..() /obj/vehicle/ridden/scooter/skateboard name = "skateboard" desc = "An unfinished scooter which can only barely be called a skateboard. It's still rideable, but probably unsafe. Looks like you'll need to add a few rods to make handlebars." icon_state = "skateboard" density = FALSE /obj/vehicle/ridden/scooter/skateboard/Initialize() . = ..() var/datum/component/riding/D = LoadComponent(/datum/component/riding) D.vehicle_move_delay = 0 D.set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER) D.set_vehicle_dir_layer(NORTH, OBJ_LAYER) D.set_vehicle_dir_layer(EAST, OBJ_LAYER) D.set_vehicle_dir_layer(WEST, OBJ_LAYER) /obj/vehicle/ridden/scooter/skateboard/post_buckle_mob(mob/living/M)//allows skateboards to be non-dense but still allows 2 skateboarders to collide with each other density = TRUE return ..() /obj/vehicle/ridden/scooter/skateboard/post_unbuckle_mob(mob/living/M) if(!has_buckled_mobs()) density = FALSE return ..() /obj/vehicle/ridden/scooter/skateboard/Collide(atom/A) . = ..() if(A.density && has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] var/atom/throw_target = get_edge_target_turf(H, pick(GLOB.cardinals)) unbuckle_mob(H) H.throw_at(throw_target, 4, 3) H.Knockdown(100) H.adjustStaminaLoss(40) if(!istype(H.head,/obj/item/clothing/head/helmet/) && !istype(H.head,/obj/item/clothing/head/hardhat)) H.adjustBrainLoss(3) H.updatehealth() visible_message("[src] crashes into [A], sending [H] flying!") playsound(src, 'sound/effects/bang.ogg', 50, 1) /obj/vehicle/ridden/scooter/skateboard/MouseDrop(atom/over_object) var/mob/living/carbon/M = usr if(!istype(M) || M.incapacitated() || !Adjacent(M)) return if(has_buckled_mobs() && over_object == M) to_chat(M, "You can't lift this up when somebody's on it.") return if(over_object == M) var/obj/item/melee/skateboard/board = new /obj/item/melee/skateboard() M.put_in_hands(board) qdel(src) //CONSTRUCTION /obj/item/scooter_frame name = "scooter frame" desc = "A metal frame for building a scooter. Looks like you'll need to add some metal to make wheels." icon = 'icons/obj/vehicles.dmi' icon_state = "scooter_frame" w_class = WEIGHT_CLASS_NORMAL /obj/item/scooter_frame/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/wrench)) to_chat(user, "You deconstruct [src].") new /obj/item/stack/rods(get_turf(src),10) playsound(get_turf(user), 'sound/items/ratchet.ogg', 50, 1) qdel(src) return else if(istype(I, /obj/item/stack/sheet/metal)) var/obj/item/stack/sheet/metal/M = I if(M.get_amount() < 5) to_chat(user, "You need at least five metal sheets to make proper wheels!") return to_chat(user, "You begin to add wheels to [src].") if(do_after(user, 80, target = src)) if(!M || M.get_amount() < 5) return M.use(5) to_chat(user, "You finish making wheels for [src].") new /obj/vehicle/ridden/scooter/skateboard(user.loc) qdel(src) /obj/vehicle/ridden/scooter/skateboard/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/screwdriver)) to_chat(user, "You begin to deconstruct and remove the wheels on [src]...") playsound(get_turf(user), I.usesound, 50, 1) if(do_after(user, 20, target = src)) to_chat(user, "You deconstruct the wheels on [src].") new /obj/item/stack/sheet/metal(get_turf(src),5) new /obj/item/scooter_frame(get_turf(src)) if(has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] unbuckle_mob(H) qdel(src) else if(istype(I, /obj/item/stack/rods)) var/obj/item/stack/rods/C = I if(C.get_amount() < 2) to_chat(user, "You need at least two rods to make proper handlebars!") return to_chat(user, "You begin making handlebars for [src].") if(do_after(user, 25, target = src)) if(!C || C.get_amount() < 2) return to_chat(user, "You add the rods to [src], creating handlebars.") C.use(2) var/obj/vehicle/ridden/scooter/S = new(loc) if(has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] unbuckle_mob(H) S.buckle_mob(H) qdel(src)