/obj/item/stack/rods name = "metal rod" desc = "Some rods. Can be used for building, or something." singular_name = "metal rod" icon_state = "rods" flags = CONDUCT w_class = 3.0 force = 9.0 throwforce = 15.0 throw_speed = 5 throw_range = 20 matter = list(DEFAULT_WALL_MATERIAL = 1875) max_amount = 60 attack_verb = list("hit", "bludgeoned", "whacked") /obj/item/stack/rods/cyborg name = "metal rod synthesizer" desc = "A device that makes metal rods." gender = NEUTER matter = null uses_charge = 1 charge_costs = list(500) stacktype = /obj/item/stack/rods /obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob) ..() if (istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(get_amount() < 2) user << "You need at least two rods to do this." return if(WT.remove_fuel(0,user)) var/obj/item/stack/material/steel/new_item = new(usr.loc) new_item.add_to_stacks(usr) for (var/mob/M in viewers(src)) M.show_message("[src] is shaped into metal by [user.name] with the weldingtool.", 3, "You hear welding.", 2) var/obj/item/stack/rods/R = src src = null var/replace = (user.get_inactive_hand()==R) R.use(2) if (!R && replace) user.put_in_hands(new_item) return ..() /obj/item/stack/rods/attack_self(mob/user as mob) src.add_fingerprint(user) if(!istype(user.loc,/turf)) return 0 if (locate(/obj/structure/grille, usr.loc)) for(var/obj/structure/grille/G in usr.loc) if (G.destroyed) G.health = 10 G.density = 1 G.destroyed = 0 G.icon_state = "grille" use(1) else return 1 else if(!in_use) if(get_amount() < 2) user << "You need at least two rods to do this." return usr << "Assembling grille..." in_use = 1 if (!do_after(usr, 10)) in_use = 0 return var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc ) usr << "You assemble a grille" in_use = 0 F.add_fingerprint(usr) use(2) return