#define LIGHTFLOOR_ON 1 #define LIGHTFLOOR_WHITE 2 #define LIGHTFLOOR_RED 3 #define LIGHTFLOOR_GREEN 4 #define LIGHTFLOOR_YELLOW 5 #define LIGHTFLOOR_BLUE 6 #define LIGHTFLOOR_PURPLE 7 /obj/item/stack/tile/light name = "light tiles" gender = PLURAL singular_name = "light floor tile" desc = "A floor tile, made out off glass. Use a multitool on it to change its color." icon_state = "tile_light blue" w_class = 3.0 force = 3.0 throwforce = 5.0 throw_speed = 5 throw_range = 20 flags = CONDUCT max_amount = 60 attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed") var/on = 1 var/state = LIGHTFLOOR_ON /obj/item/stack/tile/light/proc/color_desc() switch(state) if(LIGHTFLOOR_ON) return "light blue" if(LIGHTFLOOR_WHITE) return "white" if(LIGHTFLOOR_RED) return "red" if(LIGHTFLOOR_GREEN) return "green" if(LIGHTFLOOR_YELLOW) return "yellow" if(LIGHTFLOOR_BLUE) return "dark blue" if(LIGHTFLOOR_PURPLE) return "purple" else return "broken" /obj/item/stack/tile/light/attackby(var/obj/item/O as obj, var/mob/user as mob, params) ..() if(istype(O,/obj/item/weapon/crowbar)) new/obj/item/stack/sheet/metal(user.loc) amount-- new/obj/item/stack/light_w(user.loc) if(amount <= 0) user.unEquip(src, 1) del(src) else if(istype(O,/obj/item/device/multitool)) state++ if(state>LIGHTFLOOR_PURPLE) state=LIGHTFLOOR_ON icon_state="tile_"+color_desc() user << "[src] is now "+color_desc() return ..()