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https://github.com/Bubberstation/Bubberstation.git
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## 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>
125 lines
4.7 KiB
Plaintext
125 lines
4.7 KiB
Plaintext
/obj/item/wrench
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name = "wrench"
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desc = "A wrench with common uses. Can be found in your hand."
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icon = 'icons/obj/tools.dmi'
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icon_state = "wrench"
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inhand_icon_state = "wrench"
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worn_icon_state = "wrench"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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force = 5
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throwforce = 7
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demolition_mod = 1.25
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/ratchet.ogg'
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custom_materials = list(/datum/material/iron=150)
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drop_sound = 'sound/items/handling/wrench_drop.ogg'
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pickup_sound = 'sound/items/handling/wrench_pickup.ogg'
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attack_verb_continuous = list("bashes", "batters", "bludgeons", "whacks")
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attack_verb_simple = list("bash", "batter", "bludgeon", "whack")
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tool_behaviour = TOOL_WRENCH
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toolspeed = 1
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
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/obj/item/wrench/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
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/obj/item/wrench/suicide_act(mob/living/user)
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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!"))
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playsound(loc, 'sound/weapons/genhit.ogg', 50, TRUE, -1)
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return BRUTELOSS
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/obj/item/wrench/abductor
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name = "alien wrench"
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desc = "A polarized wrench. It causes anything placed between the jaws to turn."
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icon = 'icons/obj/abductor.dmi'
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belt_icon_state = "wrench_alien"
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custom_materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000)
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usesound = 'sound/effects/empulse.ogg'
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toolspeed = 0.1
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/obj/item/wrench/medical
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name = "medical wrench"
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desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
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icon_state = "wrench_medical"
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inhand_icon_state = "wrench_medical"
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force = 2 //MEDICAL
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throwforce = 4
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attack_verb_continuous = list("heals", "medicals", "taps", "pokes", "analyzes") //"cobbyed"
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attack_verb_simple = list("heal", "medical", "tap", "poke", "analyze")
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///var to hold the name of the person who suicided
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var/suicider
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/obj/item/wrench/medical/examine(mob/user)
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. = ..()
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if(suicider)
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. += span_notice("For some reason, it reminds you of [suicider].")
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/obj/item/wrench/medical/suicide_act(mob/living/user)
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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!"))
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user.Stun(100, ignore_canstun = TRUE)// Stun stops them from wandering off
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user.set_light_color(COLOR_VERY_SOFT_YELLOW)
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user.set_light(2)
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user.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
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playsound(loc, 'sound/effects/pray.ogg', 50, TRUE, -1)
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// Let the sound effect finish playing
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add_fingerprint(user)
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sleep(2 SECONDS)
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if(!user)
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return
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for(var/obj/item/suicide_wrench in user)
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user.dropItemToGround(suicide_wrench)
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suicider = user.real_name
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user.dust()
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return OXYLOSS
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/obj/item/wrench/cyborg
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name = "hydraulic wrench"
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desc = "An advanced robotic wrench, powered by internal hydraulics. Twice as fast as the handheld version."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "wrench_cyborg"
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toolspeed = 0.5
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/obj/item/wrench/combat
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name = "combat wrench"
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desc = "It's like a normal wrench but edgier. Can be found on the battlefield."
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icon_state = "wrench_combat"
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inhand_icon_state = "wrench_combat"
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belt_icon_state = "wrench_combat"
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attack_verb_continuous = list("devastates", "brutalizes", "commits a war crime against", "obliterates", "humiliates")
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attack_verb_simple = list("devastate", "brutalize", "commit a war crime against", "obliterate", "humiliate")
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tool_behaviour = null
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/obj/item/wrench/combat/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/transforming, \
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force_on = 6, \
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throwforce_on = 8, \
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hitsound_on = hitsound, \
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w_class_on = WEIGHT_CLASS_NORMAL, \
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clumsy_check = FALSE)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Gives it wrench behaviors when active.
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*/
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/obj/item/wrench/combat/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(active)
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tool_behaviour = TOOL_WRENCH
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else
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tool_behaviour = initial(tool_behaviour)
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balloon_alert(user, "[name] [active ? "active, woe!":"restrained"]")
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playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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