/obj/item/melee/baton/stunsword name = "stunsword" desc = "not actually sharp, this sword is functionally identical to a stunbaton" icon = 'modular_citadel/icons/obj/stunsword.dmi' icon_state = "stunsword" item_state = "sword" lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi' righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi' /obj/item/ssword_kit name = "stunsword kit" desc = "a modkit for making a stunbaton into a stunsword" icon = 'icons/obj/vending_restock.dmi' icon_state = "refill_donksoft" var/product = /obj/item/melee/baton/stunsword //what it makes var/list/fromitem = list(/obj/item/melee/baton, /obj/item/melee/baton/loaded) //what it needs afterattack(obj/O, mob/user as mob) if(istype(O, product)) to_chat(user,"[O] is already modified!") else if(O.type in fromitem) //makes sure O is the right thing var/obj/item/melee/baton/B = O if(!B.cell) //checks for a powercell in the baton. If there isn't one, continue. If there is, warn the user to take it out new product(usr.loc) //spawns the product user.visible_message("[user] modifies [O]!","You modify the [O]!") qdel(O) //Gets rid of the baton qdel(src) //gets rid of the kit else to_chat(user,"Remove the powercell first!") //We make this check because the stunsword starts without a battery. else to_chat(user, " You can't modify [O] with this kit!")