/obj/item/weapon/secstorage/sbriefcase name = "secure briefcase" icon = 'storage.dmi' icon_state = "secure" item_state = "sec-case" desc = "A large briefcase with a digital locking system." flags = FPRINT | TABLEPASS force = 8.0 throw_speed = 1 throw_range = 4 w_class = 4.0 /obj/item/weapon/secstorage/sbriefcase/New() ..() new /obj/item/weapon/paper(src) new /obj/item/weapon/pen(src) /obj/item/weapon/secstorage/sbriefcase/attack(mob/M as mob, mob/living/user as mob) if ((CLUMSY in user.mutations) && prob(50)) user << "\red The [src] slips out of your hand and hits your head." user.take_organ_damage(10) user.Paralyse(2) return M.attack_log += text("\[[time_stamp()]\] Has been attacked with [src.name] by [user.name] ([user.ckey])") user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to attack [M.name] ([M.ckey])") log_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])") var/t = user:zone_sel.selecting if (t == "head") if(ishuman(M)) var/mob/living/carbon/human/H = M if (H.stat < 2 && H.health < 50 && prob(90)) // ******* Check if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)) H << "\red The helmet protects you from being hit hard in the head!" return var/time = rand(2, 6) if (prob(75)) H.Paralyse(time) else H.Stun(time) if(H.stat != 2) H.stat = 1 for(var/mob/O in viewers(H, null)) O.show_message(text("\red [] has been knocked unconscious!", H), 1, "\red You hear someone fall.", 2) else H << text("\red [] tried to knock you unconcious!",user) H.eye_blurry += 3 return