/* * Crowbar */ /obj/item/tool/crowbar name = "crowbar" desc = "Used to remove floors and to pry open doors." icon = 'icons/obj/tools.dmi' icon_state = "crowbar" item_state = "crowbar" slot_flags = SLOT_BELT tool_behavior = TOOL_CROWBAR damage_force = 6 throw_force = 7 pry = 1 item_state = "crowbar" w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_ENGINEERING = 1) materials_base = list(MAT_STEEL = 50) attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") tool_sound = 'sound/items/crowbar.ogg' drop_sound = 'sound/items/drop/crowbar.ogg' pickup_sound = 'sound/items/pickup/crowbar.ogg' tool_speed = 1 /obj/item/tool/crowbar/red icon = 'icons/obj/tools.dmi' icon_state = "crowbar_red" item_state = "crowbar_red" /obj/item/tool/crowbar/bone name = "primitive crowbar" desc = "A sturdy, carved bone used to remove floors and to pry open doors." icon = 'icons/obj/tools.dmi' icon_state = "crowbar_bone" tool_speed = 1.25 /obj/item/tool/crowbar/bronze name = "bronze prybar" desc = "A bronze prybar. Its density probably makes it quite good at prying." icon = 'icons/obj/lavaland.dmi' icon_state = "crowbar_bronze" item_state = "crowbar_brass" /obj/item/tool/crowbar/brass name = "brass crowbar" desc = "An etched piece of brass plated metal, used to remove floors and to pry open doors." icon = 'icons/obj/tools.dmi' icon_state = "crowbar_brass" tool_speed = 0.75 /obj/item/tool/crowbar/clockwork name = "clockwork crowbar" desc = "An engraved piece of compressed brass, capable of prying things up and open with un-natural ease." icon = 'icons/obj/clockwork.dmi' icon_state = "crowbar_clock" tool_sound = 'sound/magic/clockwork/fellowship_armory.ogg' tool_speed = 0.1 /obj/item/tool/crowbar/clockwork/examine(mob/user, dist) . = ..() . += SPAN_BRASS("The handle feels almost frozen when moving to pry, cementing the hand grippping it to the handle, making leverage easier.") /datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar name = "Precursor Alpha Object - Hard Light Pry Tool" desc = "An object which bears striking resemblence to the common crowbar. \ It appears to also serve a similar purpose, being used for prying. Unlike \ a crowbar, however, this object is made of some form of 'hard light'.\

\ There is a visible switch on the base of the tool, which controls the \ hard light side of the tool. When the switch is used, the shape of \ the tool changes, with the hard light moving and making a prying motion. \ This allows the user to pry something with no physical effort beyond keeping \ the tool aligned while in use." value = CATALOGUER_REWARD_EASY /obj/item/tool/crowbar/alien name = "alien crowbar" desc = "A hard-light crowbar. It appears to pry by itself, without any effort required." catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar) icon = 'icons/obj/abductor.dmi' tool_sound = 'sound/weapons/sonic_jackhammer.ogg' icon_state = "crowbar" tool_speed = 0.1 origin_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 4) /obj/item/tool/crowbar/hybrid name = "strange crowbar" desc = "A crowbar whose head seems to phase in and out of view." catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar) icon_state = "hybcrowbar" tool_sound = 'sound/weapons/sonic_jackhammer.ogg' tool_speed = 0.4 origin_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 3) reach = 2 /obj/item/tool/crowbar/cyborg name = "hydraulic crowbar" desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbars in industrial synthetics." tool_sound = 'sound/items/jaws_pry.ogg' damage_force = 10 tool_speed = 0.5 /obj/item/tool/crowbar/RIGset name = "integrated prybar" desc = "If you're seeing this, someone did a dum-dum." tool_sound = 'sound/items/jaws_pry.ogg' tool_speed = 0.7 /obj/item/tool/crowbar/power name = "jaws of life" desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head." icon_state = "jaws_pry" item_state = "jawsoflife" materials_base = list(MAT_METAL=150, MAT_SILVER=50) origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) tool_sound = 'sound/items/jaws_pry.ogg' damage_force = 15 tool_speed = 0.25 var/obj/item/tool/wirecutters/power/counterpart = null /obj/item/tool/crowbar/power/Initialize(mapload, no_counterpart = TRUE) . = ..() if(!counterpart && no_counterpart) counterpart = new(src, FALSE) counterpart.counterpart = src /obj/item/tool/crowbar/power/Destroy() if(counterpart) counterpart.counterpart = null // So it can qdel cleanly. QDEL_NULL(counterpart) return ..() /obj/item/tool/crowbar/power/attack_self(mob/user, datum/event_args/actor/actor) . = ..() if(.) return playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1) user.temporarily_remove_from_inventory(src, INV_OP_FORCE | INV_OP_SHOULD_NOT_INTERCEPT | INV_OP_SILENT) if(!user.put_in_active_hand(counterpart)) counterpart.forceMove(get_turf(src)) forceMove(counterpart) to_chat(user, "You attach the cutting jaws to [src].") /* * Prybar */ /obj/item/tool/prybar name = "pry bar" desc = "A steel bar with a wedge, designed specifically for opening unpowered doors in an emergency. It comes in a variety of configurations - collect them all!" icon = 'icons/obj/tools_vr.dmi' icon_state = "prybar" slot_flags = SLOT_BELT damage_force = 4 throw_force = 5 pry = 1 item_state = "crowbar" w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_ENGINEERING = 1) materials_base = list(MAT_STEEL = 30) attack_verb = list("whapped", "smacked", "swatted", "thwacked", "hit") tool_sound = 'sound/items/crowbar.ogg' tool_speed = 1 var/random_color = TRUE /obj/item/tool/prybar/red icon_state = "prybar_red" item_state = "crowbar_red" random_color = FALSE /obj/item/tool/prybar/Initialize(mapload) . = ..() if(random_color) icon_state = "prybar[pick("","_green","_aubergine","_blue")]" /obj/item/tool/crowbar/crystal name = "crystalline prytool" desc = "A crystalline prying tool of an alien make." icon_state = "crystal_crowbar" item_state = "crystal_tool" icon = 'icons/obj/crystal_tools.dmi' materials_base = list(MATERIAL_CRYSTAL = 1250) tool_speed = 0.2 /obj/item/tool/crowbar/crystal/Initialize() . = ..() icon_state = initial(icon_state) item_state = initial(item_state)