anchor.diff:  /obj/item/toy/prize
   	icon = 'icons/obj/toy.dmi'
   	icon_state = "ripleytoy"
  +	verb_say = "beeps"
  +	verb_ask = "beeps"
  +	verb_exclaim = "beeps"
  +	verb_yell = "beeps"
  +	/// Timer when it'll be off cooldown
   	var/timer = 0
  -	var/cooldown = 30
  -	var/quiet = 0
  +	/// Cooldown between play sessions - 4x longer after a battle
  +	var/cooldown = 25
  +	/// If it makes noise when played with
  +	var/quiet = FALSE
  +	/// TRUE = Offering battle to someone || FALSE = Not offering battle
  +	var/wants_to_battle = FALSE
  +	/// TRUE = in combat currently || FALSE = Not in combat
  +	var/in_combat = FALSE
  +	///	The mech's health in battle
  +	var/combat_health = 0 
  +	/// The mech's max combat health
  +	var/max_combat_health = 0
  +	///	TRUE = the special attack is charged || FALSE = not charged
  +	var/special_attack_charged = FALSE
  +	/// What type of special attack they use - SPECIAL_ATTACK_DAMAGE, SPECIAL_ATTACK_HEAL, SPECIAL_ATTACK_UTILITY, SPECIAL_ATTACK_OTHER
  +	var/special_attack_type = 0	
  +	/// What message their special move gets on examining
  +	var/special_attack_type_message = "a mystery move."
  +	/// The battlecry when using the special attack
  +	var/special_attack_cry = "*flip"
  +	/// Current cooldown of their special attack
  +	var/special_attack_cooldown = 0	
  +	/// This mech's win count in combat
  +	var/wins = 0
  +	/// ...And their loss count in combat
  +	var/losses = 0
   	w_class = WEIGHT_CLASS_SMALL
  +
  +/obj/item/toy/prize/Initialize()
  +	. = ..()
  +	max_combat_health = combat_health
  +	switch(special_attack_type)
  +		if(SPECIAL_ATTACK_DAMAGE)
  +			special_attack_type_message = "an aggressive move, which deals bonus damage."
  +		if(SPECIAL_ATTACK_HEAL)
  +			special_attack_type_message = "a defensive move, which grants bonus healing."
  +		if(SPECIAL_ATTACK_UTILITY)
  +			special_attack_type_message = "a utility move, which heals the user and damages the opponent."
  +		if(SPECIAL_ATTACK_OTHER)
  +			special_attack_type_message = "a special move, which [special_attack_type_message]"
  +		else
  +			special_attack_type_message = "a mystery move, even I don't know."
   
   //all credit to skasi for toy mech fun ideas
   /obj/item/toy/prize/attack_self(mob/user)
  
positive.code: 		cooldown = (world.time + 10)
  		sleep(5)
  		playsound(src, 'sound/effects/blobattack.ogg', 50, FALSE)
  
negative.code:  *		Broken Radio
   */
  
  /// Mech battle special attack types.
  #define SPECIAL_ATTACK_HEAL 1
  #define SPECIAL_ATTACK_DAMAGE 2
  #define SPECIAL_ATTACK_UTILITY 3
  #define SPECIAL_ATTACK_OTHER 4
  
  
  /obj/item/toy
  	throwforce = 0
  