/obj/item/stack/tile/light name = "light tile" singular_name = "light floor tile" desc = "A floor tile, made out of glass. It produces light." icon_state = "tile_e" flags_1 = CONDUCT_1 attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed") turf_type = /turf/open/floor/light var/state = 0 /obj/item/stack/tile/light/Initialize(mapload, new_amount, merge = TRUE) . = ..() 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(obj/item/O, mob/user, params) if(istype(O, /obj/item/crowbar)) new/obj/item/stack/sheet/metal(user.loc) amount-- new/obj/item/stack/light_w(user.loc) if(amount <= 0) qdel(src) else return ..()