/obj/item/stack/tile/light name = "light tile" singular_name = "light floor tile" desc = "A floor tile, made out off glass. It produces light." icon_state = "tile_e" 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 //0 = fine, 1 = flickering, 2 = breaking, 3 = broken /obj/item/stack/tile/light/New(var/loc, var/amount=null) ..() if(prob(5)) state = 3 //broken else if(prob(5)) state = 2 //breaking else if(prob(10)) state = 1 //flickering occasionally else state = 0 //fine /obj/item/stack/tile/light/attackby(var/obj/item/O as obj, var/mob/user as mob) ..() 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.drop_from_inventory(src) del(src)