/obj/item/wrench name = "wrench" desc = "A wrench with common uses. Can be found in your hand." icon = 'icons/obj/tools.dmi' icon_state = "wrench" worn_icon_state = "wrench" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT force = 5 throwforce = 7 w_class = WEIGHT_CLASS_SMALL usesound = 'sound/items/ratchet.ogg' custom_materials = list(/datum/material/iron=150) drop_sound = 'sound/items/handling/wrench_drop.ogg' pickup_sound = 'sound/items/handling/wrench_pickup.ogg' attack_verb_continuous = list("bashes", "batters", "bludgeons", "whacks") attack_verb_simple = list("bash", "batter", "bludgeon", "whack") tool_behaviour = TOOL_WRENCH toolspeed = 1 armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) /obj/item/wrench/suicide_act(mob/user) user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/weapons/genhit.ogg', 50, TRUE, -1) return (BRUTELOSS) /obj/item/wrench/abductor//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE name = "alien wrench" desc = "A polarized wrench. It causes anything placed between the jaws to turn." icon = 'icons/obj/abductor.dmi' icon_state = "wrench" usesound = 'sound/effects/empulse.ogg' toolspeed = 0.1 /obj/item/wrench/medical name = "medical wrench" desc = "A medical wrench with common(medical?) uses. Can be found in your hand." icon_state = "wrench_medical" force = 2 //MEDICAL throwforce = 4 attack_verb_continuous = list("heals", "medicals", "taps", "pokes", "analyzes") //"cobbyed" attack_verb_simple = list("heal", "medical", "tap", "poke", "analyze") ///var to hold the name of the person who suicided var/suicider /obj/item/wrench/medical/examine(mob/user) . = ..() if(suicider) . += "For some reason, it reminds you of [suicider]." /obj/item/wrench/medical/suicide_act(mob/living/user) user.visible_message("[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!") user.Stun(100, ignore_canstun = TRUE)// Stun stops them from wandering off user.set_light_color(COLOR_VERY_SOFT_YELLOW) user.set_light(2) user.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER)) playsound(loc, 'sound/effects/pray.ogg', 50, TRUE, -1) // Let the sound effect finish playing add_fingerprint(user) sleep(20) if(!user) return for(var/obj/item/W in user) user.dropItemToGround(W) suicider = user.real_name user.dust() return OXYLOSS /obj/item/wrench/cyborg//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE name = "hydraulic wrench" desc = "An advanced robotic wrench, powered by internal hydraulics. Twice as fast as the handheld version." icon = 'icons/obj/items_cyborg.dmi' icon_state = "wrench_cyborg" toolspeed = 0.5 /obj/item/wrench/combat name = "combat wrench" desc = "It's like a normal wrench but edgier. Can be found on the battlefield." icon_state = "wrench_combat" inhand_icon_state = "wrench_combat" attack_verb_continuous = list("devastates", "brutalizes", "commits a war crime against", "obliterates", "humiliates") attack_verb_simple = list("devastate", "brutalize", "commit a war crime against", "obliterate", "humiliate") tool_behaviour = null toolspeed = null var/on = FALSE /obj/item/wrench/combat/ComponentInitialize() . = ..() AddElement(/datum/element/update_icon_updates_onmob) /obj/item/wrench/combat/attack_self(mob/living/user) if(on) on = FALSE force = initial(force) w_class = initial(w_class) throwforce = initial(throwforce) tool_behaviour = initial(tool_behaviour) toolspeed = initial(toolspeed) playsound(user, 'sound/weapons/saberoff.ogg', 5, TRUE) to_chat(user, "[src] can now be kept at bay.") else on = TRUE force = 6 w_class = WEIGHT_CLASS_NORMAL throwforce = 8 tool_behaviour = TOOL_WRENCH toolspeed = 1 playsound(user, 'sound/weapons/saberon.ogg', 5, TRUE) to_chat(user, "[src] is now active. Woe onto your enemies!") update_appearance() /obj/item/wrench/combat/update_icon_state() if(on) icon_state = "[initial(icon_state)]_on" inhand_icon_state = "[initial(inhand_icon_state)]1" else icon_state = "[initial(icon_state)]" inhand_icon_state = "[initial(inhand_icon_state)]" return ..()