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persistent_bank_purchases.dm
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persistent_bank_purchases.dm
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var/global/list/persistent_bank_purchaseables = list(\
new /datum/bank_purchaseable/human_item/reset,\
new /datum/bank_purchaseable/candy_heart,\
new /datum/bank_purchaseable/human_item/crayon,\
new /datum/bank_purchaseable/human_item/paint_rainbow,\
new /datum/bank_purchaseable/human_item/crayon_box,\
new /datum/bank_purchaseable/human_item/paint_plaid,\
new /datum/bank_purchaseable/human_item/stickers,\
new /datum/bank_purchaseable/human_item/handkerchief,\
new /datum/bank_purchaseable/human_item/bee_egg,\
new /datum/bank_purchaseable/human_item/harmonica,\
new /datum/bank_purchaseable/human_item/airhorn,\
new /datum/bank_purchaseable/human_item/dramatichorn,\
new /datum/bank_purchaseable/human_item/saxophone,\
new /datum/bank_purchaseable/human_item/trumpet,\
new /datum/bank_purchaseable/human_item/fiddle,\
new /datum/bank_purchaseable/human_item/gold_zippo,\
new /datum/bank_purchaseable/human_item/drinking_flask,\
new /datum/bank_purchaseable/human_item/toy_sword,\
new /datum/bank_purchaseable/human_item/sound_synth,\
new /datum/bank_purchaseable/human_item/record,\
new /datum/bank_purchaseable/human_item/sparkler_box,\
new /datum/bank_purchaseable/human_item/dabbing_license,\
new /datum/bank_purchaseable/human_item/chem_hint,\
new /datum/bank_purchaseable/human_item/pixel_pass,\
new /datum/bank_purchaseable/altjumpsuit,\
new /datum/bank_purchaseable/altclown,\
new /datum/bank_purchaseable/bp_fjallraven,\
new /datum/bank_purchaseable/bp_randoseru,\
new /datum/bank_purchaseable/bp_anello,\
new /datum/bank_purchaseable/bp_brown,\
new /datum/bank_purchaseable/nt_backpack,\
new /datum/bank_purchaseable/bp_studded,\
new /datum/bank_purchaseable/bp_itabag,\
new /datum/bank_purchaseable/limbless,\
new /datum/bank_purchaseable/space_diner,\
new /datum/bank_purchaseable/missile_arrival,\
new /datum/bank_purchaseable/lunchbox,\
new /datum/bank_purchaseable/bird_respawn,\
new /datum/bank_purchaseable/critter_respawn,\
new /datum/bank_purchaseable/golden_ghost,\
new /datum/bank_purchaseable/fruithat,\
new /datum/bank_purchaseable/hoodie,\
new /datum/bank_purchaseable/pride_o_matic,\
new /datum/bank_purchaseable/fake_waldo,\
new /datum/bank_purchaseable/moustache,\
new /datum/bank_purchaseable/gold_that,\
new /datum/bank_purchaseable/dancin_shoes,\
new /datum/bank_purchaseable/frog,\
new /datum/bank_purchaseable/alohamaton,\
new /datum/bank_purchaseable/ai_hat)
/datum/bank_purchaseable
var/name = "a thing u can buy"
var/cost = 0
var/atom/path = null //Object to spawn. If null, spawn nothing
var/carries_over = 1
var/icon = 'icons/obj/items/items.dmi'
var/icon_state = "spacebux"
var/icon_dir = 0
var/icon_frame = 1
var/list/required_levels = list() //Associated List of JOB:REQUIRED LEVEL ("Clown"=999) etc. Optional jobxp requirements for this.
//Return 1 for successful purchase.
// All children that need to spawn an item should have a call to this base
proc/Create(var/mob/living/M)
var/equip_success = 0
if (!path)
return equip_success
if (ishuman(M)) // yeah, just do the same exact thing as with trinkets. Maybe this 'put item in any open slot' thing should be its own proc?
var/mob/living/carbon/human/H = M
equip_success = 1
var/obj/I = new path(H.loc)
I.name = "[H.real_name][pick_string("trinkets.txt", "modifiers")] [I.name]"
I.quality = rand(5,80)
var/equipped = 0
if (H.back?.storage && H.equip_if_possible(I, SLOT_IN_BACKPACK))
equipped = 1
else if (H.belt?.storage && H.equip_if_possible(I, SLOT_IN_BELT))
equipped = 1
if (!equipped)
if (!H.l_store && H.equip_if_possible(I, SLOT_L_STORE))
equipped = 1
else if (!H.r_store && H.equip_if_possible(I, SLOT_R_STORE))
equipped = 1
else if (!H.l_hand && H.equip_if_possible(I, SLOT_L_HAND))
equipped = 1
else if (!H.r_hand && H.equip_if_possible(I, SLOT_R_HAND))
equipped = 1
if (!equipped)
I.set_loc(get_turf(src))
if (isrobot(M)) //Assuming the cyborg spawns naked. otherwise we would do all these funky checks for equipped clothing and replacing them etc... who cares!!!
var/mob/living/silicon/robot/R = M
if (ispath(path, /obj/item/clothing))
if(ispath(path,/obj/item/clothing/under))
var/obj/O = new path(R.loc)
R.clothes["under"] = O
O.set_loc(R)
equip_success = 1
else if(ispath(path,/obj/item/clothing/suit))
var/obj/O = new path(R.loc)
R.clothes["suit"] = O
O.set_loc(R)
equip_success = 1
else if(ispath(path,/obj/item/clothing/mask))
var/obj/O = new path(R.loc)
R.clothes["mask"] = O
O.set_loc(R)
equip_success = 1
else if(ispath(path,/obj/item/clothing/head))
var/obj/O = new path(R.loc)
R.clothes["head"] = O
O.set_loc(R)
equip_success = 1
if(equip_success)
R.update_appearance()
if(isAI(M))
var/mob/living/silicon/ai/AI = M
path = null
AI.bought_hat = TRUE
return
//The AI can't really wear items...
//Maybe use this space later to give the AI critter pets or spawn objects inside the AI core?
return equip_success
proc/hasJobXP(var/key)
var/pass = 1
for(var/X in required_levels)
var/level = get_level(key, X)
if(level < required_levels[X])
pass = 0
return pass
nothing
name = "Nothing"
cost = 0
Create(var/mob/living/M)
return 1
///////////////////////
//HUMAN PURCHASEABLES//
///////////////////////
human_item
Create(var/mob/living/M)
if (!ishuman(M))
return 0
return ..()
reset
name = "Clear Purchase"
cost = 0
path = null
crayon
name = "Crayon"
cost = 50
path = /obj/item/pen/crayon/random
icon = 'icons/obj/writing.dmi'
icon_state = "crayon"
paint_rainbow
name = "Rainbow Paint Can"
cost = 1500
path = /obj/item/paint_can/rainbow
icon = 'icons/misc/old_or_unused.dmi'
icon_state = "paint"
paint_plaid
name = "Plaid Paint Can"
cost = 3000
path = /obj/item/paint_can/rainbow/plaid
icon = 'icons/misc/old_or_unused.dmi'
icon_state = "paint"
crayon_box
name = "Crayon Creator"
cost = 2500
path = /obj/item/item_box/crayon
icon = 'icons/obj/items/storage.dmi'
icon_state = "item_box"
stickers
name = "Sticker Box"
cost = 300
path = /obj/item/item_box/assorted/stickers
icon = 'icons/obj/items/storage.dmi'
icon_state = "sticker_box_assorted"
handkerchief
name = "Handkerchief"
cost = 1000
path = null
icon = 'icons/obj/items/cloths.dmi'
icon_state = "hanky_pink"
Create(mob/living/M)
// equivalent to /obj/item/cloth/handkerchief/random, but that deletes itself in new(), so this is used
path = pick(concrete_typesof(/obj/item/cloth/handkerchief/colored))
..()
bee_egg
name = "Bee Egg"
cost = 550
path = /obj/item/reagent_containers/food/snacks/ingredient/egg/bee
icon = 'icons/misc/bee.dmi'
icon_state = "petbee_egg"
harmonica
name = "Harmonica"
cost = 150
path = /obj/item/instrument/harmonica
icon = 'icons/obj/instruments.dmi'
icon_state = "harmonica"
airhorn
name = "Air Horn"
cost = 800
path = /obj/item/instrument/bikehorn/airhorn
icon = 'icons/obj/instruments.dmi'
icon_state = "airhorn"
dramatichorn
name = "Dramatic Horn"
cost = 400
path = /obj/item/instrument/bikehorn/dramatic
icon = 'icons/obj/instruments.dmi'
icon_state = "bike_horn"
saxophone
name = "Saxophone"
cost = 600
path = /obj/item/instrument/saxophone
icon = 'icons/obj/instruments.dmi'
icon_state = "sax"
trumpet
name = "Trumpet"
cost = 700
path = /obj/item/instrument/trumpet
icon = 'icons/obj/instruments.dmi'
icon_state = "trumpet"
fiddle
name = "Fiddle"
cost = 700
path = /obj/item/instrument/fiddle
icon = 'icons/obj/instruments.dmi'
icon_state = "fiddle"
gold_zippo
name = "Gold Zippo"
cost = 500
path = /obj/item/device/light/zippo/gold
icon = 'icons/obj/items/cigarettes.dmi'
icon_state = "gold_zippo"
drinking_flask
name = "Drinking Flask"
cost = 400
path = /obj/item/reagent_containers/food/drinks/flask
icon = 'icons/obj/foodNdrink/bottle.dmi'
icon_state = "flask"
toy_sword
name = "Toy Sword"
cost = 900
path = /obj/item/toy/sword
icon = 'icons/obj/items/weapons.dmi'
icon_state = "sword1-"
sound_synth
name = "Sound Synthesizer"
cost = 14000
path = /obj/item/noisemaker
icon = 'icons/obj/instruments.dmi'
icon_state = "bike_horn"
record
name = "Record"
cost = 2000
path = /obj/item/record/spacebux
icon = 'icons/obj/radiostation.dmi'
icon_state = "record_red"
sparkler_box
name = "Sparkler Box"
cost = 1000
path = /obj/item/storage/sparkler_box
icon = 'icons/obj/items/sparklers.dmi'
icon_state = "sparkler_box-close"
dabbing_license
name = "Dabbing License"
cost = 4200
path = /obj/item/card/id/dabbing_license
icon = 'icons/obj/items/card.dmi'
icon_state = "id_dab"
chem_hint
name = "Secret chem hint"
cost = 3500
path = /obj/item/chem_hint
carries_over = 0
icon = 'icons/obj/dojo.dmi'
icon_state = "scroll"
pixel_pass
name = "Pixel Pass"
cost = 2500
path = /obj/item/pixel_pass
icon_state = "pixel_pass"
altjumpsuit
name = "Alternate Jumpsuit"
cost = 1500
icon = 'icons/obj/clothing/uniforms/item_js_rank.dmi'
icon_state = "assistant-alt"
Create(var/mob/living/M)
var/succ = 0
if (ishuman(M))
var/mob/living/carbon/human/H = M
/*if (H.head && istype(H.head, /obj/item/clothing/head))
var/path = text2path("[H.head.type]/april_fools")
if (ispath(path))
M.u_equip(H.head)
qdel(H.head)
var/obj/item/clothing/head/hatt = new path
H.force_equip(hatt)
succ = 1*/
if (H.w_uniform && istype(H.w_uniform, /obj/item/clothing/under/rank))
var/obj/origin = text2path("[H.w_uniform.type]/april_fools")
if (ispath(origin))
H.w_uniform.icon_state = "[H.w_uniform.icon_state]-alt"
H.w_uniform.item_state = "[H.w_uniform.item_state]-alt"
H.w_uniform.desc = initial(origin.desc)
succ = 1
if (H.wear_suit && istype(H.wear_suit, /obj/item/clothing/suit))
var/obj/origin = text2path("[H.wear_suit.type]/april_fools")
if (ispath(origin))
H.wear_suit.icon_state = "[H.wear_suit.icon_state]-alt"
H.wear_suit.item_state = "[H.wear_suit.item_state]-alt"
H.wear_suit.desc = initial(origin.desc)
if (istype(H.wear_suit, /obj/item/clothing/suit/labcoat))
H.wear_suit:coat_style = "[H.wear_suit:coat_style]-alt"
succ = 1
if (H.head && istype(H.head, /obj/item/clothing/head))
var/obj/origin = text2path("[H.head.type]/april_fools")
if (ispath(origin))
H.head.icon_state = "[H.head.icon_state]-alt"
H.head.item_state = "[H.head.item_state]-alt"
H.head.desc = initial(origin.desc)
if (istype(H.head, /obj/item/clothing/head/helmet/space/engineer))
var/obj/item/clothing/head/helmet/space/engineer/helmet_with_flashlight = H.head
helmet_with_flashlight.base_icon_state = "espace-alt"
helmet_with_flashlight.icon_state = "espace-alt0"
helmet_with_flashlight.item_state = "s_helmet"
succ = 1
return succ
altclown
name = "Alternate Clown Outfit"
cost = 200
icon = 'icons/obj/clothing/uniforms/item_js_gimmick.dmi'
icon_state = "pinkclown"
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.mind)
if (H.mind.assigned_role == "Clown")
var/type = pick("purple","pink","yellow")
H.w_uniform.icon = 'icons/obj/clothing/uniforms/item_js_gimmick.dmi'
H.w_uniform.wear_image_icon = 'icons/mob/clothing/jumpsuits/worn_js_gimmick.dmi'
H.w_uniform.icon_state = "[type]clown"
H.w_uniform.item_state = "[type]clown"
H.w_uniform.name = "[type] clown suit"
var/obj/item/clothing/mask/clown_hat/the_mask = H.wear_mask
the_mask.icon_state = "[type]clown"
the_mask.base_icon_state = "[type]clown"
the_mask.item_state = "[type]clown"
the_mask.name = "[type] clown mask"
H.shoes.icon_state = "[type]clown"
H.shoes.item_state = "[type]clown"
H.shoes.name = "[type] clown shoes"
H.shoes.desc = "Normal clown shoes, just [type] instead of red."
if (type == "purple")
H.w_uniform.desc = "What kind of clown are you for wearing this color? It's a good question, honk."
H.wear_mask.desc = "Purple is a very flattering color on almost everyone."
if (type == "pink")
H.w_uniform.desc = "The color pink is the embodiment of love and hugs and nice people. Honk."
H.wear_mask.desc = "This reminds you of cotton candy."
if (type == "yellow")
H.w_uniform.desc = "Have a happy honk!"
H.wear_mask.desc = "A ray of sunshine."
return 1
return 0
return 0
limbless
name = "No Limbs"
cost = 10000
icon = 'icons/obj/foodNdrink/food_ingredient.dmi'
icon_state = "nugget0"
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
SPAWN(6 SECONDS)
if (H.limbs)
if (H.limbs.l_arm)
H.limbs.l_arm.delete()
if (H.limbs.r_arm)
H.limbs.r_arm.delete()
if (H.limbs.l_leg)
H.limbs.l_leg.delete()
if (H.limbs.r_leg)
H.limbs.r_leg.delete()
boutput( H, SPAN_NOTICE("<b>Your limbs magically disappear! Oh, no!</b>") )
return 1
return 0
space_diner
name = "Space Diner Patron"
cost = 5000
icon = 'icons/obj/furniture/chairs.dmi'
icon_state = "bar-stool"
Create(var/mob/living/M)
var/list/start
for(var/turf/T in get_area_turfs(/area/diner/dining, 1))
start = T
break
if (!start)
return 0
if (istype(M.loc, /obj/storage)) // for stowaways
var/obj/storage/S = M.loc
S.set_loc(start)
else
M.set_loc(start)
return 1
frog
name = "Adopt a Frog"
cost = 6000
icon = 'icons/misc/critter.dmi'
icon_state = "frog"
icon_dir = SOUTH
Create(var/mob/living/M)
var/mob/living/critter/small_animal/frog/froggo = new(M.loc)
SPAWN(1 SECOND)
froggo.real_name = input(M.client, "Name your frog:", "Name your frog!", "frog")
phrase_log.log_phrase("name-frog", froggo.real_name, TRUE)
logTheThing(LOG_STATION, M, "named their adopted frog [froggo.real_name]")
froggo.name = froggo.real_name
return 1
missile_arrival
name = "Missile Arrival"
cost = 20000
path = /obj/item/tank/emergency_oxygen // oh boy they'll need this if they are unlucky
icon = 'icons/obj/large/32x64.dmi'
icon_state = "arrival_missile"
icon_dir = SOUTH
Create(var/mob/living/M)
var/mob/living/carbon/human/H = M
if(istype(H))
H.equip_new_if_possible(/obj/item/clothing/mask/breath, SLOT_WEAR_MASK)
SPAWN(0)
if(istype(M.loc, /obj/storage))
launch_with_missile(M.loc)
else
launch_with_missile(M)
return ..()
critter_respawn
name = "Alt Ghost Critter"
cost = 1000
icon = 'icons/mob/critter/robotic/boogie.dmi'
icon_state = "boogie"
var/list/respawn_critter_types = list(/mob/living/critter/small_animal/boogiebot/weak, /mob/living/critter/small_animal/figure/weak)
Create(var/mob/M)
return 1
bird_respawn
name = "Lil Bird Ghost Critter"
cost = 1000
icon = 'icons/misc/critter.dmi'
icon_state = "sparrow"
icon_dir = SOUTH
var/list/respawn_critter_types = list(/mob/living/critter/small_animal/sparrow/weak, /mob/living/critter/small_animal/sparrow/robin/weak)
Create(var/mob/M)
return 1
golden_ghost
name = "Golden Ghost"
cost = 1500
icon = 'icons/mob/mob.dmi'
icon_state = "ghost"
icon_dir = SOUTH
Create(var/mob/M)
return 1
bp_fjallraven
name = "Rucksack"
cost = 1400
icon_state = "bp_fjallraven_red"
icon = 'icons/obj/items/storage.dmi'
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.back)
var/color = pick("red","yellow")
H.back.name = "rucksack"
H.back.icon_state = H.back.item_state = "bp_fjallraven_[color]"
H.back.desc = "A thick, wearable container made of synthetic fibers, perfectly suited for outdoorsy, adventure-loving staff."
return 1
return 0
bp_randoseru
name = "Randoseru"
cost = 1500
icon_state = "bp_randoseru"
icon = 'icons/obj/items/storage.dmi'
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.back)
H.back.name = "randoseru"
H.back.icon_state = H.back.item_state = "bp_randoseru"
H.back.desc = "Inconspicuous, nostalgic and quintessentially Space Japanese."
return 1
return 0
bp_anello
name = "Travel Backpack"
cost = 1600
icon_state = "bp_anello"
icon = 'icons/obj/items/storage.dmi'
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.back)
H.back.name = "travel pack"
H.back.icon_state = H.back.item_state = "bp_anello"
H.back.desc = "A thick, wearable container made of synthetic fibers, often seen carried by tourists and travelers."
return 1
return 0
nt_backpack
name = "NT Backpack"
cost = 600
icon_state = "NTbackpack"
icon = 'icons/obj/items/storage.dmi'
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.back)
H.back.name = "\improper NT backpack"
H.back.icon_state = H.back.item_state = "NTbackpack"
H.back.desc = "A stylish blue, thick, wearable container made of synthetic fibers, able to carry a number of objects comfortably on a crewmember's back."
return 1
return 0
bp_studded
name = "Studded Backpack"
cost = 1500
icon_state = "bp_studded"
icon = 'icons/obj/items/storage.dmi'
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.back)
H.back.name = "studded backpack"
H.back.icon_state = H.back.item_state = "bp_studded"
H.back.desc = "Made of sturdy synthleather and covered in metal studs. Much edgier than the standard issue bag."
return 1
return 0
bp_itabag
name = "Itabag"
cost = 1600
icon_state = "bp_itabag_pink"
icon = 'icons/obj/items/storage.dmi'
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.back)
var/color = pick("pink","blue","purple","mint","black")
var/itabagmascot = pick("Heisenbee","Bombini","Morty","Sylvester","Dr. Acula","a clown","a mime","Jones the cat","Stir Stir","a bumblespider","a space bee","the Amusing Duck")
H.back.name = "[color] itabag"
H.back.icon_state = H.back.item_state = "bp_itabag_[color]"
H.back.desc = "Comes in cute pastel shades. Within the heart-shaped window, you can see buttons and stickers of [itabagmascot]!"
return 1
return 0
bp_brown
name = "Brown Backpack"
cost = 500
icon_state = "backpackbr"
icon = 'icons/obj/items/storage.dmi'
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if (H.back)
H.back.name = "backpack"
H.back.icon_state = H.back.item_state = "backpackbr"
H.back.desc = "A thick, wearable container made of synthetic fibers. This brown variation is both rustic and adventurous!"
return 1
return 0
lunchbox
name = "Lunchbox"
cost = 600
icon = 'icons/obj/items/storage.dmi'
icon_state = "lunchbox_purple"
Create(var/mob/living/M)
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/storage/lunchbox/L = pick(childrentypesof(/obj/item/storage/lunchbox))
if ((!H.l_hand && H.equip_if_possible(new L(H), SLOT_L_HAND)) || (!H.r_hand && H.equip_if_possible(new L(H), SLOT_R_HAND)) || (H.back?.storage && H.equip_if_possible(new L(H), SLOT_IN_BACKPACK)))
return 1
return 0
candy_heart
name = "Send Candy Heart"
cost = 2500
icon = 'icons/obj/foodNdrink/food_candy.dmi'
icon_state = "heart-1"
Create(var/mob/M)
SPAWN(rand(3 SECONDS, 15 SECONDS)) // stagger in case multiple purchases
var/datum/db_record/R = pick(data_core.general.records)
var/obj/storage/S = new /obj/storage/crate/packing
S.name = "special delivery ([R["name"]])"
var/obj/item/I = new /obj/item/reagent_containers/food/snacks/candy/candyheart(S)
I.name = "candy heart (to: [R["name"]] from: [M])"
if(transception_array) //hand off delivery to array's management systems
transception_array.direct_queue += S
else
for(var/i in 1 to 3)
shippingmarket.receive_crate(S)
sleep(randfloat(10 SECONDS, 20 SECONDS))
if(istype(get_area(S), /area/station))
return
var/list/turf/last_chance_turfs = get_area_turfs(/area/station/quartermaster/office, 1)
if(length(last_chance_turfs))
S.set_loc(pick(last_chance_turfs))
else
S.set_loc(get_random_station_turf())
return TRUE
/////////////////////////////////////
//CLOTHING (FITS HUMAN AND CYBORGS)//
/////////////////////////////////////
fruithat
name = "Fruit Hat"
cost = 150
path = /obj/item/clothing/head/fruithat
icon = 'icons/obj/clothing/item_hats.dmi'
icon_state = "fruithat"
hoodie
name = "Hoodie"
cost = 1500
path = /obj/item/clothing/suit/hoodie/random
icon = 'icons/obj/clothing/overcoats/hoods/hoodies.dmi'
icon_state = "hoodie"
pride_o_matic
name = "Pride-O-Matic Jumpsuit"
cost = 1200
path = /obj/item/clothing/under/pride/special
icon = 'icons/obj/clothing/uniforms/item_js_pride.dmi'
icon_state = "gay"
fake_waldo
name = "Stripe Outfit"
cost = 1400
path = /obj/item/clothing/under/gimmick/fake_waldo
icon = 'icons/obj/clothing/uniforms/item_js_gimmick.dmi'
icon_state = "waldont1"
moustache
name = "Discount Fake Moustache"
cost = 500
path = /obj/item/clothing/mask/moustache/safe
icon = 'icons/obj/clothing/item_masks.dmi'
icon_state = "moustache"
gold_that
name = "Golden Top Hat"
cost = 900
path = /obj/item/clothing/head/that/gold
icon = 'icons/obj/clothing/item_hats.dmi'
icon_state = "gtophat"
dancin_shoes
name = "Dancin Shoes"
cost = 2000
path = /obj/item/clothing/shoes/heels/dancin
icon = 'icons/obj/clothing/item_shoes.dmi'
icon_state = "wheels"
////////////////////////
//CYBORG PURCHASEABLES//
////////////////////////
alohamaton
name = "Alohamaton Skin"
cost = 4000
icon = 'icons/mob/robots.dmi'
icon_state = "alohamaton"
icon_dir = SOUTH
Create(var/mob/living/M)
if (isrobot(M))
var/mob/living/silicon/robot/R = M
R.alohamaton_skin = 1
R.update_appearance()
return 1
return 0
////////////////////
//AI PURCHASEABLES//
////////////////////
malfAI
name = "Malf AI Skin (placeholder)"
cost = 2000
icon = 'icons/mob/ai.dmi'
icon_state = "ai"
Create(var/mob/living/M)
if (isAI(M))
var/mob/living/silicon/ai/A = M
A.custom_emotions = ai_emotions | list("ROGUE(reward)" = "ai_red")
A.faceEmotion = "ai_red"
A.set_color("#EE0000")
return 1
return 0
ai_hat
name = "AI hat"
cost = 1000
icon = 'icons/obj/clothing/item_hats.dmi'
icon_state = "frog_hat"
Create(var/mob/living/M)
if (isAI(M))
var/mob/living/silicon/ai/A = M
A.bought_hat = TRUE
return 1
return 0