Files
Nick 834245ecdb creates more deticated folders for tools and weaponry and move dm files into them (#94804)
## About The Pull Request
Hello hello the evil folder mover goat is back, i will destroy years
worth of muscle memory.

Items is an folder alot of stuff that really didn't get a spefific
location.

Items/Weaponry Contains
Shields.dm

Items/Weaponry/Melee Contains (Most of the extra dm files come from me
splitting misc/weaponry.dm into its own categories killing offf
weaponry.dm in its whole)
baseball_bat.dm, baton.dm, chainofcommand.dm, chainsaw.dm, claymore.dm,
dualsaber.dm, energy.dm
fireaxe.dm, high_frequency_blade.dm, his_grace.dm, katana.dm, knives.dm,
misc.dm, powerfist.dm, sabre.dm
soulscythe.dm, spear.dm, supermatter_sword.dm.

Items/weaponry/ranged Contains
flamethrower.dm, pnuematic_cannon.dm, throwing_star.dm

items/tools Contains
control_wand.dm, extinguisher.dm, inducer.dm, spess_knife.dm,
theft_tools.dm

items/tools/engineering Contains
airlock_painter.dm, decal_painter.dm, paintable_decals.dm, crowbar.dm,
screwdriver.dm, weldingtool.dm
wirebbrush.dm, wirecutters.dm, wrench.dm

items/tools/janitorial Contains
broom.dm, janitor_key.dm

items/tools/medical Contains
bodybag.dm, cane.dm, defib.dm, reflex_hammer.dm

boxcutter.dm is merged into knives.dm
Kitchen.dm renamed into kitchen utensils and moved into food and drinks
module
surgery_tray.dm moved into surgery module
banhammer/extendo hand moved from weaponry into toys.dm
balloon mallet moved into clown_items.dm
ectoplasm moved from weaponry.dm into soulstone.dm (since thats the
resulting residue when a shade dies, and not really a weapon)


## Why It's Good For The Game

So things are way easier to navigate

## Changelog
2026-01-10 17:56:19 -05:00

172 lines
6.5 KiB
Plaintext

/obj/item/screwdriver
name = "screwdriver"
desc = "You can be totally screwy with this."
icon = 'icons/map_icons/items/_item.dmi'
icon_state = "/obj/item/screwdriver"
post_init_icon_state = "screwdriver"
inhand_icon_state = "screwdriver"
worn_icon_state = "screwdriver"
inside_belt_icon_state = "screwdriver"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = IS_PLAYER_COLORABLE_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 5
demolition_mod = 0.5
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.75)
attack_verb_continuous = list("stabs")
attack_verb_simple = list("stab")
hitsound = 'sound/items/weapons/bladeslice.ogg'
usesound = list('sound/items/tools/screwdriver.ogg', 'sound/items/tools/screwdriver2.ogg')
operating_sound = 'sound/items/tools/screwdriver_operating.ogg'
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
armor_type = /datum/armor/item_screwdriver
drop_sound = 'sound/items/handling/tools/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/tools/screwdriver_pickup.ogg'
sharpness = SHARP_POINTY
greyscale_config = /datum/greyscale_config/screwdriver
greyscale_config_inhand_left = /datum/greyscale_config/screwdriver_inhand_left
greyscale_config_inhand_right = /datum/greyscale_config/screwdriver_inhand_right
greyscale_config_belt = /datum/greyscale_config/screwdriver_belt
greyscale_colors = COLOR_TOOL_RED
/// If the item should be assigned a random color
var/random_color = TRUE
/// List of possible random colors
var/static/list/screwdriver_colors = list(
COLOR_TOOL_BLUE,
COLOR_TOOL_RED,
COLOR_TOOL_PINK,
COLOR_TOOL_BROWN,
COLOR_TOOL_GREEN,
COLOR_TOOL_CYAN,
COLOR_TOOL_YELLOW,
)
/datum/armor/item_screwdriver
fire = 50
acid = 30
/obj/item/screwdriver/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/screwdriver/Initialize(mapload)
if(random_color)
set_greyscale(colors = list(pick(screwdriver_colors)))
. = ..()
AddElement(/datum/element/eyestab)
AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
/obj/item/screwdriver/abductor
name = "alien screwdriver"
desc = "An ultrasonic screwdriver."
icon = 'icons/obj/antags/abductor.dmi'
icon_state = "screwdriver_a"
post_init_icon_state = null
inhand_icon_state = "screwdriver_nuke"
custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT*5, /datum/material/silver=SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
usesound = 'sound/items/pshoom/pshoom.ogg'
toolspeed = 0.1
random_color = FALSE
greyscale_config = null
greyscale_config_inhand_left = null
greyscale_config_inhand_right = null
greyscale_colors = null
/obj/item/screwdriver/abductor/get_belt_overlay()
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_alien")
/obj/item/screwdriver/power
name = "hand drill"
desc = "A simple powered hand drill."
icon = 'icons/obj/tools.dmi'
icon_state = "drill"
post_init_icon_state = null
inside_belt_icon_state = null
inhand_icon_state = "drill"
worn_icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*1.75, /datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*1.25) //what research value?
force = 8 //might or might not be too high, subject to change
throwforce = 8
throw_speed = 2
throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
attack_verb_continuous = list("drills", "screws", "jabs", "whacks")
attack_verb_simple = list("drill", "screw", "jab", "whack")
hitsound = 'sound/items/tools/drill_hit.ogg'
usesound = 'sound/items/tools/drill_use.ogg'
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
random_color = FALSE
greyscale_config = null
greyscale_config_belt = null
greyscale_config_inhand_left = null
greyscale_config_inhand_right = null
greyscale_colors = null
/obj/item/screwdriver/power/get_all_tool_behaviours()
return list(TOOL_SCREWDRIVER, TOOL_WRENCH)
/obj/item/screwdriver/power/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/transforming, \
force_on = force, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE, \
inhand_icon_change = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between crowbar and wirecutters and gives feedback to the user.
*/
/obj/item/screwdriver/power/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
tool_behaviour = (active ? TOOL_WRENCH : TOOL_SCREWDRIVER)
if(user)
balloon_alert(user, "attached [active ? "bolt bit" : "screw bit"]")
playsound(src, 'sound/items/tools/change_drill.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/screwdriver/power/examine()
. = ..()
. += "It's fitted with a [tool_behaviour == TOOL_SCREWDRIVER ? "screw" : "bolt"] bit."
/obj/item/screwdriver/power/suicide_act(mob/living/user)
if(tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message(span_suicide("[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!"))
else
user.visible_message(span_suicide("[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(loc, 'sound/items/tools/drill_use.ogg', 50, TRUE, -1)
return BRUTELOSS
/obj/item/screwdriver/cyborg
name = "automated screwdriver"
desc = "A powerful automated screwdriver, designed to be both precise and quick."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "toolkit_engiborg_screwdriver"
post_init_icon_state = null
hitsound = 'sound/items/tools/drill_hit.ogg'
usesound = 'sound/items/tools/drill_use.ogg'
toolspeed = 0.5
random_color = FALSE
greyscale_config = null
greyscale_colors = null
/obj/item/screwdriver/red
random_color = FALSE
flags_1 = parent_type::flags_1 | NO_NEW_GAGS_PREVIEW_1