/obj/item/hatchet/saw name = "handsaw" desc = "A very sharp handsaw, it's compact." icon = 'icons/obj/tools.dmi' icon_state = "saw" item_state = "sawhandle_greyscale" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' tool_behaviour = TOOL_SAW force = 10 throwforce = 8 throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron = 5000) attack_verb = list("sawed", "sliced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' sharpness = IS_SHARP var/random_color = TRUE //code taken from screwdrivers.dm; cool handles are cool. var/static/list/saw_colors = list( "blue" = rgb(24, 97, 213), "red" = rgb(255, 0, 0), "pink" = rgb(213, 24, 141), "brown" = rgb(160, 82, 18), "green" = rgb(14, 127, 27), "cyan" = rgb(24, 162, 213), "yellow" = rgb(255, 165, 0) ) /obj/item/hatchet/saw/Initialize() . = ..() if(random_color) icon_state = "sawhandle_greyscale" var/our_color = pick(saw_colors) add_atom_colour(saw_colors[our_color], FIXED_COLOUR_PRIORITY) update_icon() if(prob(75)) pixel_y = rand(-8, 8) /obj/item/hatchet/saw/update_overlays() . = ..() if(!random_color) //icon override return var/mutable_appearance/base_overlay = mutable_appearance(icon, "sawblade") base_overlay.appearance_flags = RESET_COLOR . += base_overlay // END