/obj/item/crowbar name = "pocket crowbar" desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors." icon = 'icons/obj/tools.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi', slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi', ) icon_state = "crowbar" item_state = "crowbar" obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT force = 18 throwforce = 7 w_class = WEIGHT_CLASS_NORMAL drop_sound = 'sound/items/drop/crowbar.ogg' pickup_sound = 'sound/items/pickup/crowbar.ogg' usesound = SFX_CROWBAR surgerysound = 'sound/items/surgery/retractor.ogg' origin_tech = list(TECH_ENGINEERING = 1) matter = list(DEFAULT_WALL_MATERIAL = 50) attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") tool_behaviour = TOOL_CROWBAR toolspeed = 1 var/force_opens = FALSE /obj/item/crowbar/red icon = 'icons/obj/tools.dmi' icon_state = "crowbar_red" item_state = "crowbar_red" /// Imagine something like a crash axe found on airplanes or forcing tools used by emergency services. This is a tool first and foremost. /obj/item/crowbar/rescue_axe name = "rescue axe" desc = "A short lightweight emergency tool meant to chop, pry and pierce. Most of the handle is insulated excepting the wedge at the very bottom. The axe head atop the tool has a short pick opposite of the blade." icon_state = "rescue_axe" item_state = "rescue_axe" w_class = WEIGHT_CLASS_NORMAL force = 18 throwforce = 12 obj_flags = null // Handle is insulated, so this means it won't conduct electricity and hurt you. sharp = TRUE edge = TRUE origin_tech = list(TECH_ENGINEERING = 2) /// In practice this means it just does full damage to reinforced windows, which halve the force of attacks done against it already. That's just fine. /obj/item/crowbar/rescue_axe/resolve_attackby(atom/A) if(istype(A, /obj/structure/window)) force = initial(force) * 2 else force = initial(force) . = ..() /obj/item/crowbar/rescue_axe/can_woodcut() return TRUE /obj/item/crowbar/rescue_axe/red icon_state = "rescue_axe_red" item_state = "rescue_axe_red" /obj/item/crowbar/hydraulic_rescue_tool name = "hydraulic rescue tool" desc = "A hydraulic rescue tool that functions like a crowbar by applying strong amounts of hydraulic pressure to force open different things. Also known as jaws of life." icon = 'icons/obj/item/hydraulic_rescue_tool.dmi' icon_state = "jawspry" item_state = "jawspry" contained_sprite = TRUE // Really do not want to deal with reconciling sprite implementations between parent and child for now. item_icons = null force = 15 throwforce = 1 w_class = WEIGHT_CLASS_NORMAL drop_sound = 'sound/items/drop/crowbar.ogg' pickup_sound = 'sound/items/pickup/crowbar.ogg' origin_tech = list(TECH_ENGINEERING = 1) matter = list(DEFAULT_WALL_MATERIAL = 50) attack_verb = list("attacked", "rammed", "battered", "bludgeoned") toolspeed = 0.7 force_opens = TRUE /obj/item/crowbar/robotic icon = 'icons/obj/robot_items.dmi' toolspeed = 0.5