Files
Bubberstation/code/game/objects/items/tools/wrench.dm
Paxilmaniac fdc05066a6 Adds falling hazard element, beware of falling tools, wear your hardhat, comically timed piano falling on the clown (#70970)
## About The Pull Request


https://user-images.githubusercontent.com/82386923/199180691-6605c8cc-e8aa-490e-ab65-909d45d12ca0.mp4

Do note that the damage in this video is extremely exaggerated compared
to what the normal value is.
## Why It's Good For The Game

All these signs about engineers needing to wear their hardhat, and for
what? For the assistant dropping toolboxes onto them from above, that's
what! Also allows people to do as god intended by allowing them to drop
pianos on people.
## Changelog
🆑
add: A variety of items, mainly tools, around the station might hurt if
they fall on your head, remember to wear your hardhat and to avoid
standing under large red X marks on the ground with a piano hanging
above them.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-17 18:51:27 +00:00

125 lines
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/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"
inhand_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
demolition_mod = 1.25
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, FIRE = 50, ACID = 30)
/obj/item/wrench/Initialize(mapload)
. = ..()
AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
/obj/item/wrench/suicide_act(mob/living/user)
user.visible_message(span_suicide("[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
name = "alien wrench"
desc = "A polarized wrench. It causes anything placed between the jaws to turn."
icon = 'icons/obj/abductor.dmi'
belt_icon_state = "wrench_alien"
custom_materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000)
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"
inhand_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)
. += span_notice("For some reason, it reminds you of [suicider].")
/obj/item/wrench/medical/suicide_act(mob/living/user)
user.visible_message(span_suicide("[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(2 SECONDS)
if(!user)
return
for(var/obj/item/suicide_wrench in user)
user.dropItemToGround(suicide_wrench)
suicider = user.real_name
user.dust()
return OXYLOSS
/obj/item/wrench/cyborg
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"
belt_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
/obj/item/wrench/combat/Initialize(mapload)
. = ..()
AddComponent(/datum/component/transforming, \
force_on = 6, \
throwforce_on = 8, \
hitsound_on = hitsound, \
w_class_on = WEIGHT_CLASS_NORMAL, \
clumsy_check = FALSE)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Gives it wrench behaviors when active.
*/
/obj/item/wrench/combat/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(active)
tool_behaviour = TOOL_WRENCH
else
tool_behaviour = initial(tool_behaviour)
balloon_alert(user, "[name] [active ? "active, woe!":"restrained"]")
playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE