#define HEALPERWELD 15 /* Tools! * Note: Multitools are in devices * * Contains: * Wrench * Screwdriver * Wirecutters * Welding Tool * Crowbar * Revolver Conversion Kit */ //Wrench /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" flags = CONDUCT slot_flags = SLOT_BELT force = 5 throwforce = 7 usesound = 'sound/items/ratchet.ogg' w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL=150) origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") toolspeed = 1 /obj/item/wrench/suicide_act(mob/user) user.visible_message("[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, 1, -1) return BRUTELOSS /obj/item/wrench/cyborg name = "automatic wrench" desc = "An advanced robotic wrench. Can be found in construction cyborgs." toolspeed = 0.5 /obj/item/wrench/brass name = "brass wrench" desc = "A brass wrench. It's faintly warm to the touch." icon_state = "wrench_brass" toolspeed = 0.5 /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' icon_state = "wrench" usesound = 'sound/effects/empulse.ogg' toolspeed = 0.1 origin_tech = "materials=5;engineering=5;abductor=3" /obj/item/wrench/power name = "hand drill" desc = "A simple powered drill with a bolt bit." icon_state = "drill_bolt" item_state = "drill" usesound = 'sound/items/drill_use.ogg' materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get force = 8 //might or might not be too high, subject to change throwforce = 8 attack_verb = list("drilled", "screwed", "jabbed") toolspeed = 0.25 /obj/item/wrench/power/attack_self(mob/user) playsound(get_turf(user),'sound/items/change_drill.ogg', 50, 1) var/obj/item/wirecutters/power/s_drill = new /obj/item/screwdriver/power to_chat(user, "You attach the screwdriver bit to [src].") qdel(src) user.put_in_active_hand(s_drill) /obj/item/wrench/power/suicide_act(mob/user) user.visible_message("[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!") return BRUTELOSS /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" force = 2 //MEDICAL throwforce = 4 origin_tech = "materials=1;engineering=1;biotech=3" attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked") /obj/item/wrench/medical/suicide_act(mob/user) user.visible_message("[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!") // TODO Make them glow with the power of the M E D I C A L W R E N C H // during their ascension // Stun stops them from wandering off user.Stun(5) playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1) // Let the sound effect finish playing sleep(20) if(!user) return for(var/obj/item/W in user) user.unEquip(W) var/obj/item/wrench/medical/W = new /obj/item/wrench/medical(loc) W.add_fingerprint(user) W.desc += " For some reason, it reminds you of [user.name]." if(!user) return user.dust() return OBLITERATION //Screwdriver /obj/item/screwdriver name = "screwdriver" desc = "You can be totally screwy with this." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver_map" flags = CONDUCT slot_flags = SLOT_BELT force = 5 w_class = WEIGHT_CLASS_TINY throwforce = 5 throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=75) attack_verb = list("stabbed") hitsound = 'sound/weapons/bladeslice.ogg' usesound = 'sound/items/screwdriver.ogg' toolspeed = 1 var/random_color = TRUE //if the screwdriver uses random coloring /obj/item/screwdriver/nuke name = "screwdriver" desc = "A screwdriver with an ultra thin tip." icon_state = "screwdriver_nuke" toolspeed = 0.5 /obj/item/screwdriver/suicide_act(mob/user) user.visible_message("[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!") return BRUTELOSS /obj/item/screwdriver/New(loc, var/param_color = null) ..() if(random_color) if(!param_color) param_color = pick("red","blue","pink","brown","green","cyan","yellow") icon_state = "screwdriver_[param_color]" if (prob(75)) src.pixel_y = rand(0, 16) /obj/item/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user) if(!istype(M) || user.a_intent == INTENT_HELP) return ..() if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head") return ..() if((CLUMSY in user.mutations) && prob(50)) M = user return eyestab(M,user) /obj/item/screwdriver/brass name = "brass screwdriver" desc = "A screwdriver made of brass. The handle feels freezing cold." icon_state = "screwdriver_brass" toolspeed = 0.5 random_color = FALSE /obj/item/screwdriver/abductor name = "alien screwdriver" desc = "An ultrasonic screwdriver." icon = 'icons/obj/abductor.dmi' icon_state = "screwdriver" usesound = 'sound/items/pshoom.ogg' toolspeed = 0.1 random_color = FALSE /obj/item/screwdriver/power name = "hand drill" desc = "A simple hand drill with a screwdriver bit attached." icon_state = "drill_screw" item_state = "drill" materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get force = 8 //might or might not be too high, subject to change throwforce = 8 throw_speed = 2 throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far attack_verb = list("drilled", "screwed", "jabbed","whacked") hitsound = 'sound/items/drill_hit.ogg' usesound = 'sound/items/drill_use.ogg' toolspeed = 0.25 random_color = FALSE /obj/item/screwdriver/power/suicide_act(mob/user) user.visible_message("[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!") return BRUTELOSS /obj/item/screwdriver/power/attack_self(mob/user) playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, 1) var/obj/item/wrench/power/b_drill = new /obj/item/wrench/power to_chat(user, "You attach the bolt driver bit to [src].") qdel(src) user.put_in_active_hand(b_drill) /obj/item/screwdriver/cyborg name = "powered screwdriver" desc = "An electrical screwdriver, designed to be both precise and quick." usesound = 'sound/items/drill_use.ogg' toolspeed = 0.5 //Wirecutters /obj/item/wirecutters name = "wirecutters" desc = "This cuts wires." icon = 'icons/obj/tools.dmi' icon_state = "cutters" flags = CONDUCT slot_flags = SLOT_BELT force = 6 throw_speed = 3 throw_range = 7 w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL=80) origin_tech = "materials=1;engineering=1" attack_verb = list("pinched", "nipped") hitsound = 'sound/items/wirecutter.ogg' usesound = 'sound/items/wirecutter.ogg' sharp = 1 toolspeed = 1 var/random_color = TRUE /obj/item/wirecutters/New(loc, param_color = null) ..() if(random_color) if(!param_color) param_color = pick("yellow", "red") icon_state = "cutters_[param_color]" /obj/item/wirecutters/attack(mob/living/carbon/C, mob/user) if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/restraints/handcuffs/cable)) user.visible_message("[user] cuts [C]'s restraints with [src]!") QDEL_NULL(C.handcuffed) if(C.buckled && C.buckled.buckle_requires_restraints) C.buckled.unbuckle_mob(C) C.update_handcuffed() return else ..() /obj/item/wirecutters/suicide_act(mob/user) user.visible_message("[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, usesound, 50, 1, -1) return BRUTELOSS /obj/item/wirecutters/brass name = "brass wirecutters" desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch." icon_state = "cutters_brass" toolspeed = 0.5 random_color = FALSE /obj/item/wirecutters/abductor name = "alien wirecutters" desc = "Extremely sharp wirecutters, made out of a silvery-green metal." icon = 'icons/obj/abductor.dmi' icon_state = "cutters" toolspeed = 0.1 origin_tech = "materials=5;engineering=4;abductor=3" random_color = FALSE /obj/item/wirecutters/cyborg name = "wirecutters" desc = "This cuts wires." toolspeed = 0.5 /obj/item/wirecutters/power name = "jaws of life" desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a cutting head." icon_state = "jaws_cutter" item_state = "jawsoflife" origin_tech = "materials=2;engineering=2" materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) usesound = 'sound/items/jaws_cut.ogg' toolspeed = 0.25 random_color = FALSE /obj/item/wirecutters/power/suicide_act(mob/user) user.visible_message("[user] is wrapping \the [src] around [user.p_their()] neck. It looks like [user.p_theyre()] trying to rip [user.p_their()] head off!") playsound(loc, 'sound/items/jaws_cut.ogg', 50, 1, -1) if(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/external/head/head = H.bodyparts_by_name["head"] if(head) head.droplimb(0, DROPLIMB_BLUNT, FALSE, TRUE) playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1) return BRUTELOSS /obj/item/wirecutters/power/attack_self(mob/user) playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1) var/obj/item/crowbar/power/pryjaws = new /obj/item/crowbar/power to_chat(user, "You attach the pry jaws to [src].") qdel(src) user.put_in_active_hand(pryjaws) //Welding Tool /obj/item/weldingtool name = "welding tool" desc = "A standard edition welder provided by Nanotrasen." icon = 'icons/obj/tools.dmi' icon_state = "welder" item_state = "welder" flags = CONDUCT slot_flags = SLOT_BELT force = 3 throwforce = 5 throw_speed = 3 throw_range = 5 hitsound = "swing_hit" usesound = 'sound/items/welder.ogg' var/acti_sound = 'sound/items/welderactivate.ogg' var/deac_sound = 'sound/items/welderdeactivate.ogg' w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL=70, MAT_GLASS=30) origin_tech = "engineering=1;plasmatech=1" toolspeed = 1 var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2) var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower) var/max_fuel = 20 //The max amount of fuel the welder can hold var/change_icons = 1 var/can_off_process = 0 var/light_intensity = 2 //how powerful the emitted light is when used. var/nextrefueltick = 0 /obj/item/weldingtool/New() ..() create_reagents(max_fuel) reagents.add_reagent("fuel", max_fuel) update_icon() /obj/item/weldingtool/examine(mob/user) if(..(user, 0)) to_chat(user, "It contains [get_fuel()] unit\s of fuel out of [max_fuel].") /obj/item/weldingtool/suicide_act(mob/user) user.visible_message("[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!") return FIRELOSS /obj/item/weldingtool/proc/update_torch() overlays.Cut() if(welding) overlays += "[initial(icon_state)]-on" item_state = "[initial(item_state)]1" else item_state = "[initial(item_state)]" /obj/item/weldingtool/update_icon() if(change_icons) var/ratio = get_fuel() / max_fuel ratio = Ceiling(ratio*4) * 25 if(ratio == 100) icon_state = initial(icon_state) else icon_state = "[initial(icon_state)][ratio]" update_torch() ..() /obj/item/weldingtool/process() switch(welding) if(0) force = 3 damtype = "brute" update_icon() if(!can_off_process) STOP_PROCESSING(SSobj, src) return //Welders left on now use up fuel, but lets not have them run out quite that fast if(1) force = 15 damtype = "fire" if(prob(5)) remove_fuel(1) update_icon() //This is to start fires. process() is only called if the welder is on. var/turf/location = loc if(ismob(location)) var/mob/M = location if(M.l_hand == src || M.r_hand == src) location = get_turf(M) if(isturf(location)) location.hotspot_expose(700, 5) /obj/item/weldingtool/attackby(obj/item/I, mob/user, params) if(isscrewdriver(I)) flamethrower_screwdriver(I, user) else if(istype(I, /obj/item/stack/rods)) flamethrower_rods(I, user) else ..() /obj/item/weldingtool/attack(mob/M, mob/user) if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/S = H.bodyparts_by_name[user.zone_sel.selecting] if(!S) return if(!S.is_robotic() || user.a_intent != INTENT_HELP || S.open == 2) return ..() if(!isOn()) //why wasn't this being checked already? to_chat(user, "Turn on [src] before attempting repairs!") return 1 if(S.brute_dam > ROBOLIMB_SELF_REPAIR_CAP) to_chat(user, "The damage is far too severe to patch over externally.") return if(!S.brute_dam) to_chat(user, "Nothing to fix!") return if(get_fuel() >= 1) if(H == user) if(!do_mob(user, H, 10)) return 1 if(!remove_fuel(1,null)) to_chat(user, "Need more welding fuel!") var/rembrute = HEALPERWELD var/nrembrute = 0 var/childlist if(!isnull(S.children)) childlist = S.children.Copy() var/parenthealed = FALSE while(rembrute > 0) var/obj/item/organ/external/E if(S.brute_dam) E = S else if(LAZYLEN(childlist)) E = pick_n_take(childlist) if(!E.brute_dam || !E.is_robotic()) continue else if(S.parent && !parenthealed) E = S.parent parenthealed = TRUE if(!E.brute_dam || !E.is_robotic()) break else break playsound(src.loc, usesound, 50, 1) nrembrute = max(rembrute - E.brute_dam, 0) E.heal_damage(rembrute,0,0,1) rembrute = nrembrute user.visible_message("\The [user] patches some dents on \the [M]'s [E.name] with \the [src].") if(H.bleed_rate && H.isSynthetic()) H.bleed_rate = 0 user.visible_message("\The [user] patches some leaks on [M] with \the [src].") return 1 else return ..() /obj/item/weldingtool/afterattack(atom/O, mob/user, proximity) if(!proximity) return if(welding) remove_fuel(1) var/turf/location = get_turf(user) location.hotspot_expose(700, 50, 1) if(get_fuel() <= 0) set_light(0) if(isliving(O)) var/mob/living/L = O if(L.IgniteMob()) message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire") log_game("[key_name(user)] set [key_name(L)] on fire") /obj/item/weldingtool/attack_self(mob/user) switched_on(user) if(welding) set_light(light_intensity) update_icon() //Returns the amount of fuel in the welder /obj/item/weldingtool/proc/get_fuel() return reagents.get_reagent_amount("fuel") //Removes fuel from the welding tool. If a mob is passed, it will try to flash the mob's eyes. This should probably be renamed to use() /obj/item/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null) if(!welding || !check_fuel()) return FALSE if(get_fuel() >= amount) reagents.remove_reagent("fuel", amount) check_fuel() if(M) M.flash_eyes(light_intensity) return TRUE else if(M) to_chat(M, "You need more welding fuel to complete this task.") return FALSE //Returns whether or not the welding tool is currently on. /obj/item/weldingtool/proc/isOn() return welding //Turns off the welder if there is no more fuel (does this really need to be its own proc?) /obj/item/weldingtool/proc/check_fuel(mob/user) if(get_fuel() <= 0 && welding) switched_on(user) update_icon() //mob icon update if(ismob(loc)) var/mob/M = loc M.update_inv_r_hand(0) M.update_inv_l_hand(0) return 0 return 1 //Switches the welder on /obj/item/weldingtool/proc/switched_on(mob/user) if(!status) to_chat(user, "[src] can't be turned on while unsecured!") return welding = !welding if(welding) if(get_fuel() >= 1) to_chat(user, "You switch [src] on.") playsound(loc, acti_sound, 50, 1) force = 15 damtype = "fire" hitsound = 'sound/items/welder.ogg' update_icon() START_PROCESSING(SSobj, src) else to_chat(user, "You need more fuel!") switched_off(user) else if(user) to_chat(user, "You switch [src] off.") playsound(loc, deac_sound, 50, 1) switched_off(user) //Switches the welder off /obj/item/weldingtool/proc/switched_off(mob/user) welding = 0 set_light(0) force = 3 damtype = "brute" hitsound = "swing_hit" update_icon() /obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user) if(welding) to_chat(user, "Turn it off first!") return status = !status if(status) to_chat(user, "You resecure [src].") else to_chat(user, "[src] can now be attached and modified.") add_fingerprint(user) /obj/item/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user) if(!status) var/obj/item/stack/rods/R = I if(R.use(1)) var/obj/item/flamethrower/F = new /obj/item/flamethrower(user.loc) if(!remove_item_from_storage(F)) user.unEquip(src) loc = F F.weldtool = src add_fingerprint(user) to_chat(user, "You add a rod to a welder, starting to build a flamethrower.") user.put_in_hands(F) else to_chat(user, "You need one rod to start building a flamethrower!") /obj/item/weldingtool/largetank name = "Industrial Welding Tool" desc = "A slightly larger welder with a larger tank." icon_state = "indwelder" max_fuel = 40 materials = list(MAT_METAL=70, MAT_GLASS=60) origin_tech = "engineering=2;plasmatech=2" /obj/item/weldingtool/largetank/cyborg name = "integrated welding tool" desc = "An advanced welder designed to be used in robotic systems." toolspeed = 0.5 /obj/item/weldingtool/largetank/flamethrower_screwdriver() return /obj/item/weldingtool/mini name = "emergency welding tool" desc = "A miniature welder used during emergencies." icon_state = "miniwelder" max_fuel = 10 w_class = WEIGHT_CLASS_TINY materials = list(MAT_METAL=30, MAT_GLASS=10) change_icons = 0 /obj/item/weldingtool/mini/flamethrower_screwdriver() return /obj/item/weldingtool/abductor name = "alien welding tool" desc = "An alien welding tool. Whatever fuel it uses, it never runs out." icon = 'icons/obj/abductor.dmi' icon_state = "welder" toolspeed = 0.1 light_intensity = 0 change_icons = 0 origin_tech = "plasmatech=5;engineering=5;abductor=3" can_off_process = 1 /obj/item/weldingtool/abductor/process() if(get_fuel() <= max_fuel) reagents.add_reagent("fuel", 1) ..() /obj/item/weldingtool/hugetank name = "Upgraded Welding Tool" desc = "An upgraded welder based off the industrial welder." icon_state = "upindwelder" item_state = "upindwelder" max_fuel = 80 materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "engineering=3;plasmatech=2" /obj/item/weldingtool/experimental name = "Experimental Welding Tool" desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes." icon_state = "exwelder" item_state = "exwelder" max_fuel = 40 materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4" change_icons = 0 can_off_process = 1 light_intensity = 1 toolspeed = 0.5 var/last_gen = 0 /obj/item/weldingtool/experimental/brass name = "brass welding tool" desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch." icon_state = "brasswelder" item_state = "brasswelder" obj/item/weldingtool/experimental/process() ..() if(get_fuel() < max_fuel && nextrefueltick < world.time) nextrefueltick = world.time + 10 reagents.add_reagent("fuel", 1) //Crowbar /obj/item/crowbar name = "pocket crowbar" desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors." icon = 'icons/obj/tools.dmi' icon_state = "crowbar" item_state = "crowbar" usesound = 'sound/items/crowbar.ogg' flags = CONDUCT slot_flags = SLOT_BELT force = 5 throwforce = 7 item_state = "crowbar" w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL=50) origin_tech = "engineering=1;combat=1" attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") toolspeed = 1 /obj/item/crowbar/red icon_state = "crowbar_red" item_state = "crowbar_red" force = 8 /obj/item/crowbar/brass name = "brass crowbar" desc = "A brass crowbar. It feels faintly warm to the touch." icon_state = "crowbar_brass" item_state = "crowbar_brass" toolspeed = 0.5 /obj/item/crowbar/abductor name = "alien crowbar" desc = "A hard-light crowbar. It appears to pry by itself, without any effort required." icon = 'icons/obj/abductor.dmi' usesound = 'sound/weapons/sonic_jackhammer.ogg' icon_state = "crowbar" toolspeed = 0.1 origin_tech = "combat=4;engineering=4;abductor=3" /obj/item/crowbar/large name = "crowbar" desc = "It's a big crowbar. It doesn't fit in your pockets, because its too big." force = 12 w_class = WEIGHT_CLASS_NORMAL throw_speed = 3 throw_range = 3 materials = list(MAT_METAL=70) icon_state = "crowbar_large" item_state = "crowbar_large" toolspeed = 0.5 /obj/item/crowbar/cyborg name = "hydraulic crowbar" desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs." usesound = 'sound/items/jaws_pry.ogg' force = 10 toolspeed = 0.5 /obj/item/crowbar/power name = "jaws of life" desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a prying head." icon_state = "jaws_pry" item_state = "jawsoflife" materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) origin_tech = "materials=2;engineering=2" usesound = 'sound/items/jaws_pry.ogg' force = 15 toolspeed = 0.25 var/airlock_open_time = 100 // Time required to open powered airlocks /obj/item/crowbar/power/suicide_act(mob/user) user.visible_message("[user] is putting [user.p_their()] head in [src]. It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1) return BRUTELOSS /obj/item/crowbar/power/attack_self(mob/user) playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1) var/obj/item/wirecutters/power/cutjaws = new /obj/item/wirecutters/power to_chat(user, "You attach the cutting jaws to [src].") qdel(src) user.put_in_active_hand(cutjaws) // Conversion kit /obj/item/conversion_kit name = "\improper Revolver Conversion Kit" desc = "A professional conversion kit used to convert any knock off revolver into the real deal capable of shooting lethal .357 rounds without the possibility of catastrophic failure." icon_state = "kit" flags = CONDUCT w_class = WEIGHT_CLASS_SMALL origin_tech = "combat=2" var/open = 0 /obj/item/conversion_kit/New() ..() update_icon() /obj/item/conversion_kit/update_icon() icon_state = "[initial(icon_state)]_[open]" /obj/item/conversion_kit/attack_self(mob/user) open = !open to_chat(user, "You [open ? "open" : "close"] the conversion kit.") update_icon()